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Medico della Peste
A figure in a white flowing outer garment, wide-brimmed hat, and a beaked mask wanders through the streets of the infected city. Reflected in her eyes are the dying to be released of their suffering, and the living left to wallow in the dead. Her services have been sought in many an ailing town. Yet despite the reputation, few seem to survive her treatments.
The Medico della Peste is a so-called healer of the masses, offering doctoral services to those usually unable to afford them. They are afforded an aura of mystery because, unlike regular Plague Doctors, they can utilize magic in their practices. However, gazing upon the dead and those who cannot be saved changed the creed for all Medico. In secrecy, the Medico della Peste established their new duty to society: To give swift release to the ailing, and save the living ... but never forget the weight of death which hangs over all.
Incidentally, the practices of the Medico della Peste has been dubbed "Shadowing Death," since the Medico too often tend to cases too far gone to save, and so the trail of dead following them is rather conspicuous. Despite the high body count however, Medico della Peste are still held in rather high regard as doctors and are seen as selfless, esteemed members of the medical community that provide services otherwise unavailable for the less fortunate in the most derelict of cases. All the same, their connection with the Lord of Death is undeniably conspicuous.
Creating a Medico della Peste
The Medico della Peste is an enigmatic figure who walks the line between life and death constantly, while occasionally filling the shoes of the Grim Reaper. You ought to think about the reason your character became a doctor, and subsequently a Medico. Consult your DM on the situations of pestilence your character may have worked in throughout their lives, and how it shaped their views of life, death and suffering. Why does your Medico commit to this seemingly thankless task? How do they rationalize their choices when treating the dying?
- Quick Build
As a Medico della Peste you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: simple weapons, shortswords, Amputation Knives, Bonesaws, Plague Lancets, Scythes
Tools: Doctor's Tools, Plague Doctor's Case, Herbalism Kit, Poisoner's kit
Saving Throws: Wisdom, Dexterity
Skills: Choose two from Insight, Acrobatics, History, Religion, Arcana, Perception, or Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Doctor's Tools or (b) Plague Doctor's Case
- (a) Fine clothes, in the form of a pure black or white layered coat that reaches the ankles, leather dress shoes, a beaked mask and a wide brimmed hat or (b) in the form of a pure white or black hooded cloak that swathes the features, a form-fitting outfit underneath, a beaked mask and leather boots
- (a) Diplomat's Pack or (b) Priest's Pack
- (a) a shortsword or (b) two daggers
- an arcane focus
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Death's Watcher, Ray of Sickness||3||1||2||—||—||—||—||—||—||—||—|
|2nd||+2||Flight of the Doctor, Well-Traveled||3||1||3||—||—||—||—||—||—||—||—|
|3rd||+2||Black Bird of Omen, Creed Feature||3||2||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||2||4||3||—||—||—||—||—||—||—|
|6th||+3||Robed in Death, Creed Feature||5||3||4||3||3||—||—||—||—||—||—|
|7th||+3||Side Hobby, Hippocratic Warding||5||4||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||5||4||4||3||3||2||—||—||—||—||—|
|10th||+4||Pulse Chaser, Creed Feature||7||5||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||7||6||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||9||8||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||9||9||4||3||3||3||3||2||1||1||1|
|20th||+6||Doctor's Orders, Creed Feature||9||9||4||3||3||3||3||2||2||1||1|
You use Wisdom as your spellcasting ability for your Medico della Pestes spells.
Spell save DC = 10 + Proficiency bonus + Wisdom Modifier
Spell attack modifier = Proficiency bonus + Wisdom Modifier
Spellcasting of Creed
Medico della Pestes utilize magic as their main means of curing and relieving pain and illness. It's also their greatest method of euthanasia, when it comes to it. Thus, the spells they can choose for their repertoire are of a limited variety.
At 1st level, you know three cantrips which you may choose from cleric spell list. You may also select cantrips from the Wizard and Sorcerer spell lists but you may ONLY choose from the school of necromancy. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Medico della Pestes table.
- Casting Spells
The Medico della Pestes table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You can cast each as many times as your spell slots will allow.
- Learning Spells of 1st Level and Higher
Each time you gain access to a new level of spell, you learn a single spell chosen from cleric spell list of the appropriate level. You may also select spells from the Wizard and Sorcerer spell lists but you may ONLY choose from the school of necromancy.
Starting from 1st level, an invulnerable pitch-black crow follows you around. It has three red eyes. It does not obey your commands and simply follows you around, watching your deeds.
Ray of Sickness
The fine trademark of a Medico della Pestes is the power to determine who becomes sick.
At 1st level, you gain the plague doctor's version of Ray of Sickness as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.
Casting time: 1 action
Range: 120 feet
Make a spell attack against a creature you can see within range. On a hit, Ray of Sickness deals a number of damage dice to the target equal to your proficiency bonus. On a hit, the target takes poison damage and is poisoned until the end of your next turn.
At 1st level, roll d10 for damage. Increase the damage die size by one at 3rd, 6th, 11th, and 15th level.
Flight of the Doctor
You're not exactly the type meant for close combat. Starting 2nd level, you may expend your bonus action to disengage and dash in addition. In addition, your movement speed doubles.
The Medico della Peste are people who've gone far and wide. Knowledge of the local dialect is a must. At 2nd level, you learn three languages of your choice.
Black Bird of Omen
Death's Watcher has seen much of your work, and Death is pleased by what he sees. He grants you the bird's services for a limited job. Starting at 3rd level, you may place the crow under your command, mimicking the effects of Find Familiar. This state of authority over the crow lasts only 1 round and can only be used once a day, regaining use when you finish a long rest. After the command duration has ended, the bird automatically teleports to a random spot up to DM discretion 10 feet from the user. The bird will continue to follow the player. If the bird ends up teleporting behind an obstacle or gets separated from the player, it will expend all its time trying to reunite with the player. The player may cast spells through the bird and use a bonus action to see through its eyes.
When you reach 3rd level, you have come to the point where you begin to culminate your craft in adherence with the general Creed of the Medico della Peste. Choose either the Path of Life or the Path of Death.
Ability Score Increase
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 1. As normal, you can't increase an ability score above 20 using this feature.
Your spellwork has improved markedly, as has your ability to manipulate your own channels of magic with surgical precision. Starting at 5th level, you may expend a bonus action to increase the range of a spell you cast by up to 30 feet. You may also increase the damage die of a spell by one dice, completing a short or long rest to use this feature portion again.
Robed in Death
The aura of Death around you grows stronger with more lives you take, despite your best intentions. If you chose pure black clothes, the material now has wisps of darkness trailing as you move. If you chose pure white, the clothes begin to look fraying, with ethereal wisps clinging to the hems. Starting 6th level, your AC becomes equal to [10 + Wisdom + Dexterity modifier]. The aura cannot be dispelled and is independently extant of your clothing. These properties are permanent. The aura affords you the following:
- Beginning at 6th level: You gain advantage in all ranged spell attacks.
- Beginning at 9th level: You gain resistance against necrotic and poison damage. If you have any of these resistances already, you may become immune to them.
- Beginning at 13th level: You gain immunity to the charm and poisoned condition.
- Beginning at 18th level: You may expend an action to force all creatures of your choice within a 30 foot radius of you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. The creatures that fail their saving throws are all frightened by you for 1 minute. You may use this feature once, regaining use after you complete a long rest.
Dealing with doom and gloom all the time can make one insane. Medico pass spare time lost in hobbies that relieve the stress of their careers. At 7th level, you gain proficiency in one artisan's tool and one gaming set of your choice.
Starting 7th level, you may add your Wisdom modifier to your AC.
Your senses, combined with your attuned magic powers, can now detect all forms of life within your vicinity. Starting at 10th level, you can designate your current weapon as your Pulse sensing apparatus through a one hour ritual. So long as you possess this weapon, you may expend an action to sense the activity of all living creatures within a 300 ft radius from yourself and become aware of their locations. This weapon loses its ability if another weapon is chosen and can only be wielded with this effect by you. You cannot detect constructs or undead with this feature. You may use this feature a number of times equal to your Wisdom modifier, and you regain all uses of this feature after you finish a long rest.
Starting 20th level, you can bend the will of patients to your desire. When subjecting another creature to a saving throw, you may expend your bonus action to have the creature automatically fail the throw. You may use this feature once, regaining use after you finish a long rest.
Path of Life
The Path of Life deems a Medico della Peste dedicated to the upholding of life. They will try to save all whom they can with healing magic.
- Healing Master
Your dedication to the art of healing has made you more potent when using healing magic. Starting at 3rd level, all healing spells you cast gain one extra die.
As one who tends to others with patience and kindness, you develop an image others come to respect and trust. Starting 6th level, you have proficiency in Insight and Persuasion skills. If you already have proficiency in these skills, you can double your proficiency bonuses.
- Poultice Master
Starting 10th level, you are adept with the concoction of and use of healing items. When crafting potions, you require only half as much time as necessary in the process. You also add an extra die when using healing items.
- Self Medication
You have medicated yourself well against dangers that may befall you. Starting at 14th level, whenever you are hit by an attack, melee or ranged, weapon or magic, you may use your reaction to half the damage taken.
The crow which has followed and observed you for so long has absorbed much. It now gives you a gift. When you reach 18th level, your Death's Watcher transforms into a dove and leaves. You, in turn, are free to choose spells outside the school of necromancy on the Wizard and Sorcerer spell lists. Upon gaining this feature, you are allowed to change spells imbued in your focus in your repertoire equal to your spellcaster modifier.
Path of Death
The Path of Death dedicates a Medico to ending life. They strive to lessen the pain of death for those ailing, and to lay fears of the afterlife to rest.
- Swarm of Leeches
You gain the magic to utilize the power of leeches to replenish your own power while siphoning fluids of others. Making use of the dying, and all that. At 3rd level, you gain Swarm of Leeches as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.
Casting time: 1 action
Range: 10 feet
Components: Somatic, Material (Bottle of leech blood or a dried leech)
Make a spell attack against a creature you can see within range. On a hit, the target is pelted with magically conjured leeches connected to your own life force which latch and quickly start to feed. Swarm of Leeches deals a number of damage dice to the target equal to your proficiency bonus. On a hit, the target takes acid damage and you restore your hit points by the amount of damage dealt.
At 3rd level, roll 2d6 for damage. The volume of leeches per cast increase as you grow in power. Increase the damage die size by one at 6th, 11th, and 15th level.
- Fearful Intrigue
You've garnered fear from the trail of death which follows you. At 6th level, you gain proficiency in Intimidation and Deception checks. If you already have proficiency in these skills, you can double your proficiency bonuses. When you intimidate a creature, they are frightened until the end of your next turn.
You are wholly devoted to your work, and your body is adapted to grueling schedules and erratic resting. Starting 10th level, you gain immunity against spells that would put you to sleep.
- Self Medication
You have medicated yourself in preparation for heavy damage. Starting at 14th level, after being hit by an attack, melee or ranged, weapon or magic, and taking damage, you may make a reaction to make it so that no damage is done. You may use this feature twice and regain all uses of this feature after you finish a long rest.
The crow which has followed and observed you for so long has absorbed much. It now gives you a gift. When you reach 18th level, your Death's Watcher becomes a Monstrous Raven that now serves you faithfully. It is now considered permanently under the effects of Find Familiar. It loses its invulnerable status and gains the stats mentioned at the end of this class description.
- Sovereign over Flesh
The sword of the material world has dulled its edge to you, as you are a practitioner of death over flesh. Starting 20th level, you can substitute your Wisdom modifier for rolls requiring Constitution or Strength. In addition, your skill as the one wielding both caudecus and scythe allows you to automatically smite any creature that is frightened. You no longer need to roll any attack rolls against creatures frightened and your attacks against them automatically hit.
The crow that has followed you thus far has now turned into a beast at your beck and call. It's not your usual raven, of course. It's rather large, with now 6 red eyes, has razor teeth in it's snapping jaw beak, killer talons, hardened feathers, and a long scaly tail. Here are it's stats:
Medium fiend, neutral evil
Saving Throws Strength +10, Constitution +10
The raven does not need to eat, drink, breathe, or sleep. It are vulnerable to radiant damage, but resistant to necrotic damage.
When afflicted with short-term madness, the raven instead gets long-term madness
The raven's otherworldly body composition can damage those who try to attack it. Creatures of its choice take 5d4 fire damage and 2d10 necrotic damage when they touch or hit it with a melee attack.
Bite. Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 3d10 + Strength modifier piercing damage
Claws.Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 6d4 + Strength modifier slashing damage.
Tail.Melee Weapon Attack: Strength to hit, reach 10 ft., one target. Hit: 4d8 + Strength modifier bludgeoning damage.
Slam.Melee Weapon Attack: Strength to hit, reach 5 ft., one target. Hit: 3d8 + Strength modifier bludgeoning damage.
The raven spews gaseous fog at its enemies from its maw. All creatures within a 15 foot cone area in front of the raven must make a Constitution saving throw against a DC of (12 + Raven's Constitution modifier + Medico's proficiency). On success, they take 1d10 necrotic damage. On fail, they take 1d10 necrotic damage, 1d10 poison damage, and are now poisoned.
The raven can coat itself in its noxious aura of the underworld. The aura of the feathers wreathed in black flame grow more prominent and make the raven more powerful. By expending a bonus action, the raven adds 2d4 fire and 2d8 necrotic damage to all its melee weapon attacks.
The raven's skin beneath the feathers are dotted with pores oozing Stygian acid and poison sweat. By expending an action, the raven can discharge a large amount of this fluid and douse nearby creatures, damaging them. All creatures within a 5 feet radius of the raven must make a Constitution saving throw against a DC of (12 + Raven's Constitution modifier + Medico's proficiency). On failure, they take 4d12 acid damage. On success, they take half damage. Whether success or failure, the creatures become soaked. This feature can be used once, regaining use after the raven finishes a long rest.