Plague Doctor (5e Class)
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Rumors abound about the oddly dressed human man on the corner. He stands there calling to those who are sick, imploring that he can heal them. Some approach him, and those watching see the man offering small pouches full of paste, or bottles full of oddly-colored liquid. Many are curious, but few are brave or desperate enough to approach. One day, a band of adventurers approaches. One of them has succumbed to a debilitating disease. Working as fast as he can, the oddly dressed human places a pouch of paste on the sick adventurer's forehead. The sickness seems to alleviate, while the man quickly mixes another concoction. He gives it to the patient to drink, and she slowly recovers from her illness. The man is thanked for his service, and he awaits another customer.
A tiefling woman works to save a patient in the back of her clinic when a half-elf man walks in. The half-elf draws a knife and approaches the unconscious patient with malicious intent. The tiefling woman parries the killing blow with one of her tools and proceeds to duel with the assassin. The half-elf expects an easy victory against a mere doctor but finds himself burned by the metal rod the tiefling uses. The assassin is ready to retaliate with a spell, only to feel a sudden pain in his skull that stops him from using his magic. His suffering ends when he feels two needles pierce his eyes, and a large needle pierces his abdomen. Slowly, the assassin feels his life slipping away, and the tiefling woman returns to healing her patient.
A dwarven man is closing up his clinic when an orcish thug approaches him. The orc tries to shake down the business for money and threatens his smaller opponent with an axe. The dwarf knocks away his aggressor's weapon and strikes with a diabolical saw. Suddenly, the orc finds he can no longer move his weapon arm. He is cut over and over by the dwarf and is horrified to see his own blood splashing the ground.
Plague doctors are people that go around attempting to heal those that have been inflicted with the plague. They usually wear a leather gown, gloves, a leather mask with red glass eyes, a beak filled with fragrant 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 sickly and those who have gone insane from disease. They also carry an arsenal of tools for amputation, cyst popping, and healing. The plague doctor, while not a true healer, is by far one of the most competent healers for their era.
Creating a Plague Doctor
|Plague Doctor by Schytelizard94 |
A plague doctor does all he can to exterminate the plague and heal the infected, or to experiment with patients for the sake of medicine .
- Quick Build
Questions to Help Develop Your Character
Why did they choose to be a plague doctor? What was their past? Were they praised or shunned? Were they obsessed with pain, or with healing? Did they practice with human experiments? What caused the plague? Did they study alone or with help from others and professors? How did they see the plague? Were they afflicted by the plague? How did it end? What kind of plague ravaged the land and its people?
As a Plague Doctor you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, flails, rapiers, scimitars, shortswords, whips, blowguns, doctor's cane
Tools: herbalism kit, poisoner's kit, plague doctor's case
Saving Throws: Constitution, Intelligence
Skills: Choose three from Intimidation, Investigation, Medicine, Nature, Survival, and Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword and any simple melee weapon or (b) a rapier
- (a) a light crossbow and 20 bolts or (b) a scimitar
- (a) herbalism kit or (b) poisoner's kit
- (a) an explorer's pack or (b) a priest's pack
- leather armor and a plague doctor's case
- If you are using starting wealth, you have 4d4*10gp in funds.
|1st||+2||Medical Mind , Plague Doctors outfit||—|
|2nd||+2||Poultices, Doctor's Components||2|
|4th||+2||Ability Score Improvement||4|
|5th||+3||Extra Attack, Tonics||5|
|7th||+3||Medical Mind (2), Medical Expertise feature||7|
|8th||+3||Ability Score Improvement||8|
|11th||+4||Medical Expertise feature||11|
|12th||+4||Ability Score Improvement||12|
|13th||+5||Medical Mind (3)||13|
|15th||+5||Medical Expertise feature||15|
|16th||+5||Ability Score Improvement||16|
|17th||+6||Cocktails, Smelling Salts||17|
|18th||+6||Medical Mind (4)||18|
|19th||+6||Ability Score Improvement||19|
At 1st level, your knowledge as a plague doctor has led you to treating a variety of creatures, granting you insight into their physiology. Choose beasts, constructs, dragons, fey, monstrosities, oozes, plants or undead. Whenever you hit a chosen creature type with a weapon or plague doctor feature that deals bludgeoning, piercing, or slashing damage, you deal an additional 1d6 damage to that creature. You may choose another creature type to become proficient against at 7th, 13th, and 18th level. You may not choose a creature type to become proficient against more than once.
Additionally, your plague doctor features ignore the damage resistances of creature types you have chosen with this feature. This extends to ignoring their condition immunities and treating their damage immunities as resistance instead when you reach 9th level, and to ignoring their damage immunities at 17th level. A creature's resistances or immunities to bludgeoning, piercing, or slashing damage are exempt from this feature.
Plague Doctor's Outfit
Your previous experiences help you tactfully avoid injury in combat. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Starting at 2nd level, you have in their possession a set of medical herbs, powders, flowers and seeds, gathered from the environment during your travels. These components are used to concoct various mixtures that can be either beneficial or diabolical. You regain all components on a long rest.
You must have a plague doctor's case to craft a poultice or begin brewing another mixture. A poultice you craft or a mixture you brew becomes an item stored either in the case or in another suitable container, such as in a jar or vial. When brewing a mixture, you must spend the entire time brewing the mixture uninterrupted, or something goes wrong while you aren't paying attention and the process fails. Half of the components are wasted, but you recover the other half. Most mixtures can be brewed during a short rest. You cannot recover components from something that has lost its potency and become unviable.
At 2nd level, you have learned how to concoct certain powders and pastes wrapped in cloth, which can produce certain effects. As an action, you expend 1 component and craft a poultice. As a bonus action, you may apply one poultice to a creature that you can touch within 5 feet of you. Poultices are immediately viable for use when crafted, and can be crafted while brewing other things with your components. A poultice lasts for 1 hour before it loses its potency and becomes unviable, wasting the component used to craft it.
- Charcoal Poultice
A poultice that burns like the real thing. Applying this poultice to a creature makes its skin blister and burn at an alarming rate. At the start of each of the creature's turns, they must succeed on a Dexterity saving throw to remove the poultice, taking 1d6 fire damage on failed save. Otherwise, it loses potency and simply falls off after one minute.
- Mint and Lemon Poultice
Wonderful for tea, but dreadful for patients with cuts. Make a melee weapon attack against a creature you can touch. On a hit, the creature takes 1d8 poison damage and 1d8 acid damage if it's taken any fire, slashing, or piercing damage since the end of your last turn. If it takes this damage, it takes half the damage again at the end of its next turn.
- Mustard Poultice
- Peppermint and Eucalyptus Poultice
A strong-smelling Poultice that can increases or decrease blood flow in a creature. Applying this poultice to a creature either increases its speed by 10 feet or decreases its speed by 10 feet (you choose when applying the poultice). A creature that does not wish to be affected can make a Constitution saving throw when the poultice is applied to avoid the effect. A creature's speed cannot be modified by more than 10 feet using this poultice, and the effects of this poultice last for 1 minute.
- Oil Poultice
When a patient suffers from disease, nothing works better than natural oils. Applying this poultice to a diseased creature instantly cures it of any one nonmagical illness affecting it, and it cannot become afflicted with that disease again for 1 hour.
Starting at 3rd level, you choose in what way you will better serve the sick and ailing, either as a Surgeon or as a Traditionalist. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th and 18th level.
Ability Score Improvement
Starting at 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 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you have learned to more effectively use your components by turning them into healing teas and deadly chemicals. You can expend 2 components to begin brewing a tonic, which must brew for 10 minutes before it is viable. Once viable, it can be used for its desired effect. As a bonus action, you may drink a tonic or offer it to others to drink. A creature offered a tonic can use its reaction to drink the tonic. As an action, you can throw it up to 30 feet at a target or administer it to a restrained or unconscious creature. A creature that benefits from a tonic cannot benefit from the same tonic again until it finishes a short or long rest. You can brew a number of tonics equal to your proficiency bonus at the same time. A tonic lasts for 8 hours before it loses its potency and becomes unviable, wasting the components used to craft it.
- Cyanide and Vinegar Tonic
Used more as a way to mercifully euthanize terminal patients, but also perfect to bring down enemies. When ingested, the creature becomes poisoned for 1 minute. A creature poisoned in this way makes a Constitution saving throw at the start of each of its turns, taking 2d8 poison damage on a failed save or ending the effect on a successful save. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 1d8 piercing damage and is poisoned by this tonic.
- Dandelion Tonic
Pungent and bitter, it's medicinal effects are fitting for its taste. A creature that drinks this tonic gains advantage on saving throws against being paralyzed, petrified, poisoned, and stunned, and gains 1 temporary hit point at the start of each of its turns while conscious. The effects of this tonic last for 10 minutes.
- Hemlock Tonic
Though normally poisonous, you have found a way to make this herb harmless and loosen the joints. A creature that drinks this tonic has its speed increased by 15 and has advantage on Dexterity checks and saves for 10 minutes.
- Lead and Sulfur Tonic
Not for consumption. When ingested, the creature takes 4d6 fire damage. When thrown, make a ranged weapon attack against a creature in range. On a hit, the target takes 1d8 piercing damage. Hit or miss, the flask holding the tonic then explodes. Each creature within 10 feet of the tonic must succeed on a Dexterity saving throw or take 4d6 fire damage, or half as much damage on a successful, save.
- Orange and Pomegranate Tonic
Delicious on it's own as a drink, this tonic is perfect for the patient who suffers from nervous conditions. A creature that drinks this tonic has the effects of being charmed and frightened suppressed for 10 minutes, after which the effects return.
- Rose Tonic
As refreshing as it is fragrant, yet mildly bitter. A creature that drinks this tonic gains 4d6 + 6 temporary hit points, which last for 10 minutes.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, you have perfected your isolation tactics and no longer need to fear infection. You are immune to disease.
At 9th level, you gain the ability to create decoctions. These strong teas are brewed to be far more potent than your previous creations. You can expend 3 components to begin brewing a decoction from the list of options below, which must brew for 30 minutes before it is viable. Once viable, it may be used for its desired effect. As a bonus action, you may drink a decoction or offer it to others to drink. A creature offered a decoction can use its reaction to drink it. As an action, you can throw it up to 30 feet or administer it to a restrained or unconscious creature. A creature that benefits from a decoction cannot benefit from the same decoction again until it finishes a short or long rest. You can brew a number of decoctions equal to half your proficiency bonus at the same time, rounded down, but not while also brewing tonics. A decoction lasts for 12 hours before it loses its potency and becomes unviable, wasting the components used to make it.
- Antibiotic Decoction
A miracle of medicine that tastes quite bitter, but works wonders. A creature that drinks this decoction is cured of all diseases, both magical and mundane.
- Capsaicin Decoction
The essential oils of spicy peppers, distilled into an acid-like substance. When ingested, the creature takes 25 acid damage and is poisoned for 10 minutes. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 1d8 piercing damage and 5d8 acid damage.
- Coriander Decoction
Pungent and savory, this decoction is perfect for regulating body temperature. Each time you craft this decoction, choose cold or fire. A creature that drinks this decoction gains resistance to the chosen damage type for 1 hour, and is either immune to cold weather (if cold was chosen) or extreme heat (if fire was chosen) for the duration.
- Lavender Decoction
Fragrant, but bitter, this decoction is for the patient who needs some extra fortitude. Each time you brew this decoction, choose acid, lightning, poison or thunder. A creature that drinks this decoction gains resistance to the chosen damage type for 1 hour, and has advantage on saving throws against being being paralyzed (if lightning was chosen), petrified (if acid was chosen), poisoned (if poison was chosen), or deafened (if thunder was chosen).
- Nightshade Decoction
Extremely toxic, not recommended as a remedy except for the terminally ill. When ingested, the creature must succeed on a Constitution saving throw or take 4d8 poison damage and be poisoned for 1 minute on a failed save, or half as much damage on a successful save. A creature poisoned in this way repeats the save at the end of each of its turns, taking 2d8 poison damage on a failed save. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 2d6 piercing damage and must make the saving throw against this decoction.
- Rosemary Decoction
Tea brewed from herbs with interesting properties. A creature that drinks this decoction becomes aware of the presence of fey, fiends, and undead within 60 feet of them. (The creature knows the distance and direction of those creatures.). Additionally, fey, fiends, and undead that start their turn within that radius must succeed on a Constitution Template:Saving throw or be unable to move towards you if they are within 30 feet of you. The effects of this decoction last for 1 minute.
- Sodium and Water Decoction
The process of inserting sodium metal into a water without it exploding is incredibly difficult. When ingested, nothing happens. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 1d8 piercing damage. Hit or miss, each creature within 10 feet of the decoction must succeed on a Constitution saving throw or take 5d10 thunder damage and be deafened for 1 minute, or half as much damage on a failed save.
Starting at 10th level, when you take a long rest, you may forgo an amount of sleep to spend time making poultices tonics, decoctions, and cocktails. Instead of regaining hit dice, you can instead expend them to create your brews: 1 hit die for each poultice, 2 hit dice for each tonic, and 3 hit dice for each decoction. Poultices and tonics created in this way are viable starting after you finish the long rest.
Once you reach 17th level, you can expend 12 hit dice in this way to brew a cocktail during the long rest.
At 14th level, you have acquired access to a powerful sedative. As an action, you attempt to inject a creature within 5 feet of you with anesthesia. Make a melee weapon attack against the creature. On a hit, roll 6d8. If the total is equal to or greater than the creature’s remaining hit points, the creature falls unconscious for 1d4 hours, and cannot be woken up by normal means. A creature unconscious in this way wakes up if it loses 10 or more total hit points during the duration of this effect. You can use this feature a number of times equal to your Intelligence modifier, regaining all expended uses when you finish a long rest.
At 17th level, you have gained the ability to craft the most potent of medicinal elixirs. You can expend 12 components to begin brewing a cocktail from the list of options below, which must brew for 1 hour before it is viable. Once viable, the cocktail may be used for its desired effect. As a bonus action, you may drink a cocktail or offer it to another creature to drink. A creature offered a cocktail can use its reaction to drink it. As an action, you can throw it up to 30 feet or administer it to a restrained or unconscious creature. Once a creature benefits from a cocktail, it cannot benefit from the same cocktail again until it finishes a long rest. A cocktail cannot be brewed at the same time as anything else, and lasts for 24 hours before losing its potency and becoming unviable, wasting the components used to craft it.
- Dragon's Blood Cocktail
This bubbling brew has the color and consistency of dragon's blood, but tastes like a mix of cinnamon and ginger. A creature that drinks this cocktail feels its mind clear, granting it immunity to being charmed or frightened, and immunity to all spells and other effects that deal psychic damage. A creature that was already charmed or frightened before drinking this cocktail has the conditions end for it. The effects of this cocktail last for 1 hour.
- Exorcist's Cocktail
A brew made from mixing several magical herbs. This cocktail is exactly what is called for if a patient suffers from attacks by spirits. A creature that drinks this cocktail is cured of all diseases, is dispelled of all spells affecting its mind, memory, or behavior (such as modify memory or geas), and has any creature possessing it expelled from its body. In addition, the creature cannot become the target of divination spells, be afflicted by any diseases, or be possessed by any creatures for 1 hour, and any divinations spells actively viewing the creature or the location of the creature are dispelled.
- Hellish Cocktail
Tastes like fire, feels like fire, is also literally fire. Made from the most combustible ingredients both magical and mundane, a creature that ingests this cocktail is set on magical fire that causes it to take 2d6 fire damage at both the start and the end of its turn. This fire lasts for 1 minute and cannot be put out except by a greater restoration spell or similar magic, or by completely submerging the affected creature in water for 1 round. When thrown, make a ranged weapon attack against a creature in range. On a hit, the creature takes 1d8 piercing damage and is affected by this cocktail.
- Molotov Cocktail
Also fire-themed, but explosively. When ingested, the creature is poisoned for 1 hour, and is incapacitated while poisoned in this way. When thrown, throw it to a spot within range. The cocktail violently explodes in a 15-foot radius sphere of fire and covers the area in lingering fire. Each creature in the radius when the cocktail explodes, and at the start of their turns while in the radius, must succeed on a Dexterity saving throw or take 5d6 fire damage, or half as much damage on a successful save. Objects in the area are set on fire, whether they are flammable or not (nonflammable objects are unharmed by this).
- Stonewall Cocktail
The taste is uncertain, but the effects are phenomenal. A creature that drinks this cocktail feels immense strength and stamina well up inside of it, giving it advantage on Strength saving throws, Constitution saving throws, and Strength checks against being: knocked prone, paralyzed, poisoned, pushed, restrained, and stunned. The creature also gains resistance to poison damage. The effects of this cocktail last for 1 hour. The creature also loses 1 level of exhaustion.
- Panacea Cocktail
The ultimate creation in restorative brews. A creature that drinks this cocktail regains 10d8 + 20 hit points, and if its maximum hit points have been reduced, they are returned to their normal value. Excess healing becomes temporary hit points.
Also at 17th level, you have learned methods for reviving those who are knocked unconscious. As an action, one unconscious creature you can touch is no longer unconscious, even if it was magically put to sleep. If the creature has 0 hit points, they regain 1 hit point. You may use this feature 3 times, and you regain all expended uses when you finish a long rest.
At 20th level, you have mastered the art of creating your poultices and brewed mixtures. It takes half as much time to brew a mixture, and your poultices and mixtures last twice as long before becoming unviable. In addition, mixtures you brew do not automatically fail if you are interrupted during their duration: you can be interrupted for as long as 10 minutes before something goes wrong and the process fails.
Some things can't be solved without cutting a little deeper. The Surgeon is a practitioner who has learned how to use his specialized skills for combat. Few dare to confront a plague doctor who knows the ins and outs of the entire body.
- Deep Incision
At 3rd level, your expertise lets you know just how and where to make the deepest cut. Each time you deal damage to a creature with a weapon that deals piercing or slashing damage, you cause it to bleed from the wound for 1 minute. A bleeding creature loses 1 hit point at the start of its turn for each wound it is bleeding from, and you can make a creature bleed from a maximum number of wounds equal to your Intelligence modifier + 1 (minimum of 2). Each time you deal damage to a bleeding creature with a weapon that deals piercing or slashing damage, the duration of the bleeding is set back to 1 minute. If the creature regains any hit points while bleeding, it stops bleeding from all wounds. The creature or another creature within 5 feet of it can also use an action to make a Wisdom (Medicine) check against your plague doctor save DC to stop the bleeding.
- Tendon Strike
At 7th level, you have learned what muscles move what parts of the body. As an action, you make a melee attack with a weapon that deals bludgeoning, piercing, or slashing damage against a creature in reach, choosing one of the creature's arms, legs, or other limbs when you do so. On a hit, you deal the weapon's damage and creature must succeed on a Constitution saving throw or the chosen limb stops functioning. If you chose an arm, the creature cannot use or hold objects with that arm. If you chose a leg, the creature's speed is reduced by half, or to 0 if it is the second leg to be disabled in this way. If you chose a different limb, that limb cannot be used to make attacks. Regardless of the limb you choose, the effect lasts for a number of rounds equal to your Intelligence modifier (minimum of 1). A creature who's limb has ceased to function can use its action to make a Wisdom (Medicine) check against your plague doctor save DC, ending the effect on the limb on a success.
At 11th level, you can deliver a quick strike to the head. As an action, you can make a special melee attack against the skull of a creature using deadly surgical equipment. This attack does 2d8 + your Intelligence modifier piercing damage and the target becomes incapacitated until the end of your next turn. Once you use this feature, you cannot do so again until you finish a short or long rest.
At 17th level, you can use this feature twice between rests, instead of once.
- Surgical Precision
At 15th level, you have learned how to make the most precise cuts against an armored foe. As an action, choose one creature you can see. For 1 minute, you ignore the benefits of any armor or natural armor the creature has. The effect ends early if the creature is reduced to 0 hit points, or if its AC is increased by nonmagical means. You can use this feature twice, regaining all expended uses when you finish a long rest.
The Traditionalist is a practitioner who knows the old methods of healing. Brutal, barbaric methods that no humane doctor would ever use on their patients. Instead, the plague doctor has turned those medieval techniques on those who would do harm to the people, saving patients from ever being a patient in the first place by eliminating the root of the problem.
- Cauterizing Iron
At 3rd level, you can replace any attack you make as part of the Attack action with a red hot iron rod that strikes enemies for 1d8 bludgeoning + 1d6 fire damage. You are proficient with this attack, and it uses your Strength for its attack and damage rolls.
The iron's fire damage increases to 2d6 at 11th level.
At 7th level, the you've learned how eyes were once treated in days past. As an action, you can hurl needles at the eyes of a creature within 10 feet of you. Make a melee weapon attack against the creature, using your choice of Strength or Dexterity for the attack roll. On a hit, you deal 2d4 piercing damage and the creature is blinded for 1 minute. It can make a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you finish a long rest.
At 11th level, you've learned a diabolical technique. (CURRENTLY WORKING ON)
At 15th level, one of the most savage Traditionalist techniques has been learned. A clyster is a massive needle used for injecting substances into a body. Once used for medicine, you now use it to introduce disease to wrongdoers. As an action, you are able to make a melee attack on any creature within 5 feet of yourself. The target creature must succeed on a Constitution saving throw or take 2d12 piercing damage, and becomes blindness and poisoned. The effects of this feature lasts for 1 hour. Also, the targeted creature must make a Constitution saving throw against your DC. On a failed save, they gain one level of exhaustion. The effects of this feature do not stack when a creature is already affected by one or more of these conditions. You may use this feature 3 times, and regain expended uses upon finishing a long rest.