Plague Doctor (5e Class)

Plague Doctor

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 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 sick. 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.

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

First, Intelligence should be your highest score, followed by Constitution. Then, choose the Charlatan or Cloistered Scholar Background.

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?

Class Features

As a Plague Doctor you gain the following class features.

Hit Points

Hit Dice: 1d10 per Plague Doctor level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Plague Doctor level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons, Doctor's Cane
Tools: Herbalism kit, Poisoner's Kit, Plague Doctor's Case
Saving Throws: Constitution, Intelligence
Skills: Choose four from Intimidation, Investigation, Medicine, Nature, Survival, and Perception

Equipment

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

Table: The Plague Doctor

LevelProficiency
Bonus
FeaturesComponents
1st+2Medical Mind , Plague Doctors outfit--
2nd+2Poultices, Doctor's Components4
3rd+2Medical Expertise5
4th+2Ability Score Improvement6
5th+3Tonics, Extra Attack7
6th+3Sanitation8
7th+3Medical Mind (2)9
8th+3Ability Score Improvement10
9th+4Decoctions11
10th+4Serious Study12
11th+4Medical Expertise Feature13
12th+4Ability Score Improvement14
13th+5Medical Mind (3)15
14th+5Anesthesia16
15th+5Medical Expertise Feature17
16th+5Ability Score Improvement, Cocktails18
17th+6Smelling Salts19
18th+6Medical Mind (4)20
19th+6Ability Score Improvement21
20th+6Improvised Medicine22
Save DC
Any class or archetype ability that requires a save has a DC equal to 8 + your intelligence modifier + your proficiency bonus


Medical Mind

At 1st level, your knowledge as a Plague Doctor has led you to treating a variety of creatures. In addition to flesh and/or blood enemies, you can choose to become proficient at fighting against constructs, oozes, plants or undead. Whichever creature you choose, you gain an extra 1d6 in damage against them using slashing, bludgeoning or piercing damage. You may choose another creature to become proficient against at the 7th level, 13th level, and at the 18th level. You may not choose any creature to become proficient against more than once.

Additionally, whenever you choose a creature to become proficient against, the effects of your features will affect them, regardless of resistance or immunities.


Plague Doctor's outfit

Your previous experiences make you both weary and alert when exploring your environment. Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 12 + your Constitution modifier + your Intelligence modifier.

Doctor's Components

Starting at 2nd level, the Plague Doctor has in their possession a set of medical herbs, powders, flowers and seeds. These components are used by the Plague Doctor to concoct various mixtures that can be either beneficial or diabolical. You regain all components on a long rest.

Poultices

Starting at 2nd level, the Plague Doctor has learned how to concoct certain powders and pastes wrapped in cloth, which can produce certain effects. As an action, you may craft a Poultice for the cost of 1 Doctor's Component(s). As a bonus action, you may attach one Poultice to a creature that you can touch within 5 feet of you. When a Poultice is created, it becomes an item in your inventory, which you are able to use at your own discretion.

Mustard Poultice

For the patient who ails from poison. As a bonus action, one poisoned target that you touch with this Poultice is cured of the poisoned condition, and has resistance to poison for a number of rounds equal to your intelligence modifier (minimum of 1)

Oil Poultice

When a patient suffers from disease, nothing works better than natural oils. As a bonus action, one diseased target that you touch with this Poultice is instantly cured of any nonmagical illness.

Charcoal Poultice

A Poultice that burns like the real thing. As a bonus action, you are able to place this poultice on any creature within 5 feet of you. The targeted creature will then take 1d6 fire damage every turn for 1 minute. At the beginning of the targeted creature's turn, they may make a Dexterity save to remove the Poultice. Otherwise, it simply falls off after one minute. This Poultice’s damage increases by 1d6 when you reach 11th and 17th level.

Peppermint and Eucalyptus Poultice

A strong-smelling Poultice that can increases or decrease blood flow in a creature. Place on an ally to increase their movement by 10 or place on an enemy to decrease their speed by 10 feet for a number of turns equal to your Int modifier (minimum of 1).

Mint and Lemon Poultice

Wonderful for tea, but dreadful for patients with cuts. As a bonus action, you are able to place this poultice on any creature within 5 feet of you. The targeted creature will 1d4 poison damage for a number of rounds equal to your Intelligence modifier (minimum of 1). If you damage a creature first, then apply this poultice as a bonus action, the poison damage increases to 2d4. This Poultice’s damage increases by 1d4, or 2d4 if you damage the creature first, when you reach 11th and 17th level.

Medical Expertise

Starting at 3rd level, a Plague Doctor must choose what way they will better serve the sick and ailing. Will they choose to be a Traditionalist or a Surgeon? Abilities for each Expertise are granted at the 3rd, 7th 11th, 15th and 18th levels, and are described at the end of this page.

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.

Tonics

Starting at the 5th level, the Plague Doctor has learned to more effectively use their Doctor's Components. As an action, you may craft a tonic for the cost of 2 components. As an bonus action, you may drink a tonic, offer it to others to drink, or throw it 30 feet at a target. The creation time for 1 Tonic is 10 minutes. When a Tonic is created, it becomes an item in your inventory, which you are able to use at your own discretion.

Orange and Pomegranate Tonic

Delicious on it's own as a drink, this Tonic is perfect for the patient who suffers from nervous conditions. As an bonus action, you may drink this Tonic. For 1 hour after drinking this Tonic, the effects of being charmed or frightened are suppressed for the duration. After one hour is passed, the debilitating conditions are back in effect, until another Orange and Pomegranate Tonic is drunk, or the conditions are cured.

Rose Tonic

Refreshing as it is fragrant. As an bonus action, you are able to drink this tonic or throw it at one creature of your choice. A friendly creature can use their reaction to catch and apply this tonic. This bitter tonic is able to stimulate the body and grant 2d8+4 of temporary HP for 10 minutes, or until the temporary HP is depleted.

Lead and Sulfur Tonic

Not for consumption. As an bonus action, you are able to throw this tonic 30 feet at another creature. On a hit, the target takes 1d8 piercing damage. Hit or miss, the flask holding the tonic then explodes. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage. This damage increases at level 7 and 11 by 1d8.

Hemlock Tonic

Though normally poisonous, the Plague Doctor has found a way to make this herb harmless and loosen joints. As an bonus action, you may drink this Tonic. Upon drinking, your movement speed increases by 20 feet for 10 minutes.

Cyanide and Vinegar Tonic

Used more as a way to mercifully euthanize terminal patients, but also perfect to bring down enemies. As an bonus action, this tonic can be thrown 30 feet at a creature for 1d8 poison damage. The affected creature must then make a constitution save or contract the poisoned condition.

Extra Attack

At 5th level, on your turn you can attack twice instead of once when you take the attack action on your turn.

Sanitation

At 6th level, the Plague Doctor has been exposed to disease enough times that they no longer have to worry about being infected. Your knowledge of disease has given you the ability to avoid infection, and become immune to disease.

Decoctions

At 9th level, you gain the ability to create Decoctions. These strong teas are created for a more powerful effect than before. As an action, you are able to craft a decoction for the cost of 3 components. As a bonus action, you may drink a Decoction, or give it to others to drink. The creation time for a Decoction is 1 hour. When a Decoction is created, it becomes an item in your inventory, which you are able to use at your own discretion.

Coriander Decoction

Pungent and savory, this Decoction is perfect for regulating body temperature. When you craft this decoction, you are able to choose to make it so that the drinker is resistant to one damage type from either cold or fire damage. As an bonus action, you may drink this Decoction. Upon drinking, you become resistant to the chosen damage type for 8 hours. You are also resistant to the corresponding environment of the damage type you choose.

Lavender Decoction

Fragrant, but bitter, this Decoction is for the patient who needs some extra fortitude. When you craft this decoction, you are able to make it so that you are resistant to one damage type of your choice from acid, lightning, poison or thunder damage. If you choose poison, lightning, or thunder, you have advantage on roles against the poisoned, paralysed, or deafened conditions associated with each damage type respectively. As an bonus action, you may drink this decoction to gain the effects associated with the chosen damage type for 8 hours.

Rosemary Decoction

Tea brewed from herbs with interesting properties. As an bonus action, you may drink this decoction. Upon drinking, you become open to the awareness of fey and undead within 60 feet of yourself. (You know where the creature is, but can not pinpoint their identity). Additionally, fey and undead must make a Constitution saving throw equal to your DC+2. Upon failure they are unable to approach within 30 feet of you. The effect of this Decoction lasts for 30 minutes.

Antibiotic Decoction

A miracle of medicine that tastes quite bitter, but works wonders. As an bonus action, you may drink this decoction. The drinker of this Decoction is immediately cured of any magical or non-magical disease and any negative condition they have.

Serious Study

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. You lose 1 hit die per poultice, 2 per tonic, 3 per decoction, and 4 per cocktail. Aside from this, you gain all the benefits of a long rest.

Anesthesia

At 14th level, you have acquired access to a powerful sedative. As an action, you may attempt to inject a creature within 5 feet of you with anesthesia. Make a melee attack roll. On a hit, you may expend three or more components. Roll 2d10 + 1d10 for every three components spent and add your plague doctor level to the result. If the total is equal to or greater than the creature’s remaining hit points, the creature is rendered unconscious for amount of hours equal to your intelligence modifier or until you use an action to wake them.

Cocktails

At 16th level, you have gained the ability to craft the most potent of medicinal elixirs. As an action, you are able to craft a Cocktail for the cost of 12 components. As an action, you may drink a Cocktail, offer it to others to drink, or throw it for 20 feet at a hostile creature. The creation time for a Cocktail is 3 hours. When a Cocktail is created, it becomes an item in your inventory, which you are able to use at your own discretion.

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. As an action, you may drink this cocktail. Upon drinking, this Cocktail clears the mind, granting immunity to being charmed or frightened, and resistance to psychic damage. The effects of this cocktail last for 10 minutes.

Stonewall Cocktail

The taste is uncertain, but the effects are phenomenal. As an action, you may drink this cocktail. Upon drinking this Cocktail, the drinker becomes a powerful bulwark of strength. You gain advantage on saving throws to avoid being knocked prone, resistance to Bludgeoning, Piercing, and Slashing damage, and your level of exhaustion is reduced by 1. The effects of this cocktail last for 1 minutes.

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. As an action, you may drink this cocktail. Upon drinking, the drinker's body is purged of any possessing spirit, or mind-altering spell(Such as things like Modify Memory or Feeble Mind) or disease for 1 hour.

Panacea Cocktail

The ultimate in curatives. As an action, you may drink this cocktail. The drinker is healed 6d10 +10 HP. Any excess over full HP becomes temporary HP for 10 minutes.

Smelling Salts

At 17th level, the Plague Doctor has learned methods for those who are knocked unconscious. As an action, you may end the unconscious condition on one target you can touch. You may use this feature 3 times, and regain expended uses upon a long rest.

Improvised Medicine

At 20th level, you have mastered the art of creating poultices, tonics, decoctions, and cocktails. You now take half as long to create these mixtures.

Traditionalist

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.

Cauterizing Iron

At 3rd level, as an action the Plague Doctor attacks with a red hot iron rod that strikes enemies for 1d8 bludgeoning + 1d6 fire damage.

Needling

At 7th level, the Traditionalist has learned how eyes were once treated in days past. The Plague Doctor may use an action to aim for the eyes of a creature. Make a melee attack roll. The target takes 1d8 piercing damage on a hit and the target must make a Constitution saving throw. Upon failure the targeted creature is blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. You can use this feature as many times as your Intelligence modifier(minimum 1).

Trepanation

At 11th level, the Traditionalist has learned a diabolical technique. As an action, you are able to drill a hole in the skull of a creature that is within 5 feet of you, severely lowering the power of their mind. The targeted creature is then only able to use spell levels up to half their maximum (e.g. a creature with access to 8th level spells may now only use 4th level spells). For the next minute when the creature tries to cast a spell that is higher than have their maximum spell level the creature has to make a int save equal to your save DC or the spell fizzles during the effects duration. You can use this feature 3 times, and regain expended uses upon completing a long rest.

Clyster

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, the Traditionalist now uses 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 the targeted creature takes 2d12 piercing damage, and suffers from blindness and poisoned condition. 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.

Surgeon

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. Using an action, you make a melee attack with a weapon that deals piercing or slashing damage. On a successful hit, the target takes the normal damage and suffers bleeding for a number of turns equal to your Intelligence modifier (minimum of 1). This bleeding deals 1d8 necrotic damage each turn. If the affected creature is healed by either magical or non-magical means, it will cause the effects of this feature to end.

Tendon Strike

At 7th level, you have learned what muscles move what parts of the body. Using an action, you can make a melee attack on a creature within 5 ft of you, and stop the targeted creature's limbs from functioning. Each successful use of this feature lasts for a number of rounds equal to half of your intelligence modifier (minimum of 1). This feature only works if the attack used is one that deals bludgeoning, piercing, or slashing damage. You may use this feature a number of times equal to your intelligence modifier (minimum of 1), and regain expended uses upon finishing a long rest. You may target one of the following limbs:

  • Leg: The targeted creature's speed is halved. It is reduced to zero if you target an afflicted creature's other leg before the duration expires. This feature may be used to afflict multiple limbs of the same type.
  • Arm: The targeted creature cannot use or interact with objects or weapons with the afflicted arm. This feature may be used to afflict multiple limbs of the same type.
Lobotomy

At 11th level, you have learned a technique that nullifies the mind. Using an action, you are able to cut into the mind of a creature within 5 feet of yourself. On a successful hit, the targeted creature is unable to cast spells for a number of turns equal to your intelligence modifier (minimum of 1).You are able to use this feature 1 time, and may use this feature again after you finish a long rest.

Surgical Precision

At 15th level, you have learned how to make the most precise cuts. As an action, you are able to treat the target's AC as 10 regardless of their current AC. You may use this feature 3 times, and regain expended uses upon finishing a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the Plague Doctor class, you must meet these prerequisites: Wisdom 13, Intelligence 13

Proficiencies. When you multiclass into the Plague Doctor class, you gain the following proficiencies: Light Armor, Simple Weapons and One Skill and Tool on Plague Doctor List


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