Plague Doctor, Variant (5e Class)

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Plague Doctor (Variant)[edit]

Plague Doctors are people that go around attempting to heal those that have been inflicted with the plague. They tend to specialize in different humourism allowing them to alter racial traits, enhance performance, freely detach their limbs, and on occasion, spread the plague. They wear a leather gown, gloves, a leather mask with red glass eyes, a beak filled with good smelling herbs and oils, and a leather wide-brimmed hat to indicate that they are doctors. Underneath the gown, they wear leather breeches and a leather shirt. The costume is to protect themselves from the sick. They also carry an arsenal of tools for amputation, cyst popping, and healing.

Creating a Plague Doctor[edit]

Plague Doctor by Schytelizard94 [1]

Class Features

As a Plague Doctor you gain the following class features.

Hit Points

Hit Dice: 1d8 per Plague Doctor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Plague Doctor level after 1st


Armor: Light
Weapons: Simple weapons, Shortswords, Rapiers, Amputation Knife, Bonesaw, Doctor's Cane, Plague Lancet
Tools: Herbalism kit, Poisoner's Kit, Plague Doctor's Case
Saving Throws: Constitution, Intelligence
Skills: Choose four from History, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Survival


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Plague Doctor

Level Proficiency
Features Leeches Brew points Max Poultice Level Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Mundane Medicine, Bloodletting 3 2 1 2
2nd +2 Medical Study, Humourism Specialization 3 6 1 3
3rd +2 Brews, Professional Doctor 6 14 2 4 2
4th +2 Ability Score Improvement, Alchemical Study 6 17 2 4 3
5th +3 Tonics, Careful Medicine 9 27 3 4 3 2
6th +3 Humourism Trait 9 32 3 4 3 3
7th +3 Infusions, Unnatural Resistance 12 38 4 4 3 3 1
8th +3 Ability Score Improvement 12 44 4 4 3 3 2
9th +4 Decoctions 15 57 5 4 3 3 3 1
10th +4 Doctor's Grace, Humourism Trait 15 64 5 4 3 3 3 2
11th +4 Philters 18 73 6 4 3 3 3 2 1
12th +4 Ability Score Improvement, Poison Expert 18 73 6 4 3 3 3 2 1
13th +5 Draughts 21 83 7 4 3 3 3 2 1 1
14th +5 Unnatural Body 21 83 7 4 3 3 3 2 1 1
15th +5 Cocktails, Humourism Trait 24 94 8 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 24 94 8 4 3 3 3 2 1 1 1
17th +6 Elixirs 27 107 9 4 3 3 3 2 1 1 1 1
18th +6 27 114 9 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 30 123 9 4 3 3 3 3 2 1 1 1
20th +6 Perfect Medicine, Humourism Trait 30 133 9 4 3 3 3 3 2 2 1 1


While the Plague Doctor does not really do any Spellcasting, he does require a DC for some of his actions.

Spellcasting Ability

The spellcasting ability modifier is what will be used to determine damage done by potions, healing, etc. Spell Save DC = 8 + your proficiency bonus + your Intelligence Modifier Spell Attack Modifier = your proficiency bonus + your Intelligence Modifier

Mundane Medicine[edit]

As a Plague Doctor, you are adept in making herbal remedies: poultices, infusions, and decoctions. You also gain the ability to use formal medicine as well, including reattaching limbs through surgery (may take up to an hour) and restoring hp through painful care or surgery taking 15 minutes per 5hp.


Poultices, in this case, are a plague doctor's 1st level spells. You can prepare as many poultices as your Intelligence modifier + your Plague Doctor level. You use the spell point variant ruling for the Plague Doctors as shown in the table below. In order to be able to make a poultice, the said poultice must be in your recipe book. At the start, you can have up to six medicinal remedies in your recipe book. You can add two more remedies when you level up. If you run across a recipe on your adventures, you may add that to your recipe book. As you level up, you can create your poultices to be stronger and in different forms, like infusions or decoctions. A Plague Doctors poultices can be given to others to hold on to, however the poultice will expire after a long rest. The available poultices are listed in the 5e homebrew spells section of the wiki under Poultice.

Brew Points
Brew Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

The Poultice table above shows how many brew points you have to use your poultices of 1st and higher level. To use a poultice you must expend brew points equal to the poultice level as shown in the Brew Points table above. You regain all brew points when you finish a long rest.

Appearance of the Plague Doctor's Case and recipe book

The Plague doctor's case does not necessarily have to be a case. It can be a part of your backpack, a separate backpack, or anything else you can think of, but it must have some kind of physical form. It contains vials and rags, and this is also the place that you store the herbs, flowers, and fungus from the poultices, teas, and potions you prepare at the start of each day. The recipe book can be decorated or plain, any way you want it to look.


Plague doctors have the unique ability to conjure leeches at will. You can conjure up to 3 leeches between long rests at level one and 1 more per level until you reach 30 as is shown on the Plague Doctor table. The leeches can either be thrown or placed, both using an attack roll in order for it to attach to a target. Every round after the initial round, the target takes 1 d4 damage and can make a dexterity saving throw against your spellcasting DC to remove it. The leeches do not, of course, do any damage to creatures that do not have blood (i.e. constructs and plants). The leeches can be used to remove wound-borne poisons and diseases using the plague doctor's spell casting roll against the ailments DC.

At level 6, the Plague Doctor can half the amount of damage the leeches do if he wills it. At level 10, he can have the leeches do the minimum damage if he wills it so.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by As normal, you can't increase an ability score above 20 using this feature.

Medical Study[edit]

At level 2 the Plague Doctor gains expertise in Medicine. At level 6, the Plague Doctor also gains expertise in Investigation and another depending on the Humourism specialization.

Blood = Nature

Yellow Bile = Insight

Phlegm = Intimidation

Black Bile = Survival

Professional Doctor[edit]

At level 3, the Plague Doctor gains the ability to detect poison and disease at will. The Plague Doctor also can no longer mistakenly poison himself.

Alchemical Medicine[edit]

At level 4 the Plague Doctor becomes proficient in the use of medicinal alchemy. He also gains the ability to use syringes to administer his poisons and potions. The Plague Doctor can only carry a limited number of syringes due to their frailty. The Plague Doctor can carry 2+ his intelligence modifier.

Syringe Stats[edit]

The syringe is considered a fragile finesse weapon. if used as a strength weapon it will deal 1D2 and break causing an automatic x4 critical hit. If used as a finesse weapon, it will deal no damage but remain usable. Once used, a syringe must be cleaned during a short rest or it will have a 50% chance of inflicting infection (roll 1D6, 1=str 2=dex 3=con 4=int 5=wis 6=all ability modifiers, gain disadvantage) that will last 7 days. New syringes can be crafted during a long rest using 5gp each.

Careful Medicine[edit]

At level 5, whenever the Plague Doctor rolls a 1 when using a healing potion or poultice, he counts it as a 2. At level 10, whenever the Plague Doctor 1s or 2s, they are counted as 3s.

Unnatural Resistance[edit]

At level 7, the Plague Doctor gains resistance against disease, poison, curses, emotional based conditions such as fear, charm, rage, etc., sleep and paralysis. The Plague Doctor also requires half as much food, water, and sleep as the average person. He can now also hold his breath a number of minutes equal to his constitution score instead of rounds.

Doctor's Grace[edit]

At level 10, the Plague Doctor gains +3 to their natural AC, they lose this bonus during combat as soon as they perform any harmful or detrimental effect.

Poison Expert[edit]

Starting at level 12, the Plague Doctor uses his constitution modifier in addition to intelligence for the DC saves for all poisons crafted by him, either through poultices or alchemy (For alchemy saves, use whichever is higher).

Unnatural Body[edit]

At level 14, all of the resistances from Unnatural resistance become an immunity. The Plague Doctor also gains a resistance to the element of his specialization.


Yellow Bile=Fire


Black Bile=Physical Damage

Perfect Medicine[edit]

At level 20, the Plague Doctor gains the ability to once per turn reroll any healing effect and use either total. The Plague Doctor also gains the ability to create a special serum that he can use to regenerate his body to perfect health upon reaching death. Upon regeneration he gains resistance to all damage and fast healing 10 for 10 minutes. The serum costs 1000gp and the effects can only be administered once.

Humourism Specialization[edit]

At level 2, the Plague Doctor chooses a humourism to specialize in. The Humourism provides a wealth of knowledge and abilities to the Plague Doctor


Blood was believed to cause optimism. It was believed to have an excess of it it in the spring, caused by the heart. It was also associated with the element of air. It had the quality of being warm and wet.

Research and Development[edit]

Upon choosing this specialization, the Plague Doctor gains the ability to examine the blood of any being containing some manner of body fluid, be it living or dead. Upon examination, the plague doctor can spend 10 minute to determine any racial traits along with weaknesses or strengths. The Plague Doctor may take an amount of vials of blood equal to 1 per 5 Plague Doctor levels (minimum 1). The Plague Doctor may use these vials to concoct various drugs that he may administer by syringe, the effects of the drug can be racial traits of the blood, immunities of a certain racial trait , or something related to the bloods racial traits (DM's discretion). The effects of the drug last 24 hours or until a long rest is taken. Only one drug may be active at a time, if a second is administered, the previous drug is replaced.

Extra Syringes[edit]

At level 6, the Plague Doctor can now carry 2+2 times his intelligence modifier.

Blood Transfusion[edit]

At level 10, the Plague Doctor gains the ability to transfer blood from one being to another. He is able to take hp from one being and transfer it to another (so long as the fluid is compatible) using an action that takes 1 minute per 5hp. This ability does not work with creatures that do not possess blood such as constructs. The Plague Doctor can also store extra blood in his doctor's case up to his maximum hp total.

Adaptive Blood[edit]

At level 15, the Plague Doctor's blood becomes highly adaptable and gains the ability to hold two drugs at once without canceling each other out. The older drug will be replaced if a third drug is induced.

Perfect Drugs[edit]

At level 20, the drugs now last indefinitely. This does not however change the ability to only had one drug active at a time (2 for the Plague Doctor).

Yellow Bile[edit]

Yellow bile was believed to cause aggression. It was believed to have an excess of it in the summer, caused by the liver. It was also associated with the element of fire. It had the qualities of being warm and dry.


Phlegm was believed to cause sentimentality. It was believed to have an excess of it in the winter, caused by the brain. It was also associated with the element of water. It had the quality of being cold and wet.

Black Bile[edit]

Black bile was believed to cause depression. It was believed to have an excess of it in autumn, caused by the spleen. It was also associated with the element of earth. It had the qualities of being cold and dry.


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Must have a Constitution of 13, and an Intelligence of 13.

Proficiencies. When you multiclass into the class, you gain the following proficiencies:

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