Plague Doctor Class (Ver. 2.0) by Elias and Van

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By Van David Overton II and Elias Luna-Partida

 

The Plague Doctor 

A human doctor sits in her shop waiting for her next customer when a bandit screams at her to hand over all of her money. She calmly takes a needle out and tosses it directly into his eye. The bandit screams in pain as his vision fades. She then picks up a syringe and injects it into her adversary. The bandit, feeling a sickness flow through his body, drops limp to the floor. Plague Doctors are people that go around attempting to heal those that have been afflicted 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 outfit 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 magic healer, is by far one of the most competent healers. Things to consider: Why is your character a plague doctor over being a cleric? Is the service of a cleric too expensive? Is this a low-magic setting? Is your character not magically blessed? Consider this when creating your doctor.

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

Proficiencies Armor: Light, Medium Weapons: Amputation Knife, Bonesaw, Plague Lancet, Doctor’s Cane Tools: Herbalism kit, Poisoner's Kit, Plague Doctor's Case Saving Throws: Constitution, Wisdom Skills: Medicine Choose two from Insight, Investigation, Nature, Survival, and Perception

By Van David Overton II and Elias Luna-Partida

Equipment You start with the following equipment, in addition to the equipment granted by your background: Plague Doctor's Case (contains Amputation Knife, Doctor’s Cane, a Bonesaw, 3 Plague Lancets, and 20 Surgery-Kits) (a) Herbalism kit or (b) Poisoner's kit Leather armor and a Plague Doctor's Outfit (a) Explorer's pack or (b) Priest's pack

Proficiency Level Bonus 1st +2 2nd +2 3rd +2 4th +2 5th +3 6th +3 7th +3 8th +3 9th +4 10th +4 11th +4 12th +4 13th +5 14th +5 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6

Features Medicinal Pouches, Poultices Practiced Practitioner Medical Expertise Ability Score Improvement Tonics Sanitation Medical Mind (1) Ability Score Improvement Decoctions Anesthesia Medical Expertise Feature Ability Score Improvement Medical Mind (2) Cocktails Medical Expertise Feature Ability Score Improvement Adrenaline Shot, Elixirs Medical Mind (3), Medical Expertise Ability Score Improvement Improvised Medicine

Medicinal Pouches 3 3 6 6 9 9 12 12 15 15 18 18 21 21 24 24 27 27 30 33

Surgery Kits 20 20 25 25 25 30 30 30 35 35 35 40 40 40 45 45 45 50 50 55

Concoctions Concoctions are the Plague Doctor’s different medicines, poisons, and enhancements. Concoctions are made with a variety of different magical and non-magical herbs but, not all Concoctions are used in the same manner. Concoctions are made from Medicinal Pouches which you obtain more of as you level up. Using a Concoction uses 1 action.

Surgical Procedures The plague doctor uses her Surgery-Kits to heal her team. As she levels up, she gains access to more advanced practices. To perform a Surgical Procedure, you must have one hand free. Surgery-Kits are replenished after every short or long rest. Performing your Surgical Procedures use 1 action.

Plague Doctor Save DC Some Concoctions specify that a target can make a saving throw to avoid some or all of it’s effects. The Concoction specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your Concoctions equals: 8 + your Wisdom modifier + your proficiency bonus + any special modifiers.

By Van David Overton II and Elias Luna-Partida

Medicinal Pouches Starting at the 1st level, the Plague Doctor has in their possession a set of medicinal herbs, powders, fruits, flowers and seeds. These Medicinal Pouches are used by the Plague Doctor to create Concoctions. These various mixtures can be either beneficial or diabolical. All expended uses of the Medicinal Pouches are replenished upon completing a long rest.

Doctor's Tools Starting at the 1st level, a Plague Doctor has access to an array of tools specifically designed for their class. The tools are unique to them, and the Plague Doctor is proficient in their use. (See Plague Doc. Equipment at bottom.)

Poultices Starting at the 1st level, the Plague Doctor has learned how to concoct certain powders and pastes wrapped in cloth, which can produce certain effects. Each Poultice costs 1 Medicinal Pouch to create. As an action, you may attach one Poultice to a target that you can touch within 5 feet of you. The creation time for a Poultice is 1 minute and you may store up to 30 poultices.

Mustard Poultice: For the patient who ails from poison. One poisoned target that you touch with this Poultice will take 1/2 as much poison damage than normal on their next turn. On the next turn, the target will only take 1/4 poison damage. On the next turn, they are cured of their poison status.

Oil Poultice When a patient suffers from disease, nothing works better than natural oils. One diseased target that you touch with this Poultice will stop feeling the effects of disease for as long as the Oil Poultice remains applied. The effects of this Poultice last for 1 hour. The poultice must be used 5 times before the disease is cured.

Charcoal Poultice A Poultice that burns like the real thing. A target that you touch with this Poultice takes 1d4 fire damage once per turn. On the target's turn, they may make a Dexterity save to remove the Poultice. Otherwise, it simply falls off after three turns. If a target is bleeding, you may use this poultice to cauterize the wound.

Mint and Lemon Poultice Wonderful for tea, but dreadful for patients with cuts. A target that you touch with this Poultice after they have been attacked takes 1d4 bleeding damage. If this is used before a target has been attacked, the target recovers from exhaustion 1/2 times faster than normal for one hour.

Clay Poultice Not as effective as a bandage, but will do in a pinch. A target that you touch with this Poultice will slowly have health restored to them for a number of turns determined by 1d4. The number rolled by the 1d4 will determine how many turns you are able to heal. For the respective number rolled, roll another d4 to recover health.

Bleeding Heart Poultice A sweet smelling poultice that messes with the mind. You blow the poultice in the face of humanoid you wish to charm. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for one hour or until you or your companions do anything harmful to it.

By Van David Overton II and Elias Luna-Partida The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Practiced Practitioner Starting at the 2nd level, the Plague Doctor is starting to see their future in their field. Add double your proficiency bonus for checks made with medicine. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points two die can restore for the price of one. A creature can do so only once per short rest, regardless of how many Hit Dice it spends.

Medical Expertise Starting at the 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, 6th 10th, 14th, and 18th levels.

Ability Score Improvement Starting at the 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. For the cost of 4 Medicinal Pouches, you can now craft a more powerful Tonic. As an action, you may drink a tonic or offer it to others to drink. The creation time for 1 Tonic is 10 minutes and you may store up to 20 Tonics.

Orange and Pomegranate Tonic Delicious on its own as a drink, this Tonic is perfect for the patient who suffers from plague and poison. For 1 hour after drinking this Tonic, the effects of disease and poison are nullified. After one hour is passed, the debilitating status effects are back in effect, until another Orange and Pomegranate Tonic is drunk (before the hour is up). After two of these tonics have been drunk, your disease will be relieved.

Rose Tonic Refreshing as it is fragrant. This bitter Tonic is able to stimulate the body and grant 2d6 of temporary HP for one hour, or until the temporary HP is depleted.

Truth Tonic A special concoction that guards against deception. A creature under its influence must make a Charisma saving throw. On fail, the creature can not deliberately tell a lie and suffer immense pain if it tries to. On a success, the creature knows what is going on and can guard against answering questions it would normally lie about.

Lead and Sulfur Tonic Not for consumption. Can be thrown 20 feet at a target for 2d4 bludgeoning damage in a 15 foot radius. If consumed, roll a constitution saving throw. On failure, the target takes 4d4 bludgeoning damage and starts begins to uncontrollably vomit.

By Van David Overton II and Elias Luna-Partida Hemlock Tonic Though normally poisonous, the Plague Doctor has found a way to make this herb harmless and loosen joints. Upon drinking, your movement speed increases by 10 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. Have your target roll a Constitution saving throw, on success, they take half damage on effects. This tonic can be thrown 20 feet at an enemy target for 1d8 poison damage, and then 1d6 poison damage for 3 turns after poison takes effect. If consumed, roll a Constitution saving throw. On failure, the target takes 8d6 poison damage and takes 4d6 poison damage every round until they succeed. On success, they take half damage and don’t suffer from poison.

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

Medical Mind At the 7th level, your knowledge as a Plague Doctor has led you to treating a variety of creatures. In addition to flesh and blood creatures, you can choose to become proficient at fighting against oozes, plants, constructs or undead. You may choose another creature to become proficient against at the 13th level, and again at the 18th level. You may not choose any creature to become proficient against more than once.

Inhalants At the 9th level, you gain the ability to create Inhalants for the cost of 7 doctors components. These pressurized vapors are created for medicinal rather than recreational purposes. Puff an inhalant or give it to another creature. It takes 30 minutes to create an Inhalant and you may store a maximum of 15 Inhalants.

Coriander Inhalant Pungent and savory, this Inhalant is perfect for regulating body temperature. Upon puffing, you become resistant to both fire and cold damage for 1 hour.

Lavender Inhalant Fragrant, but bitter, this Inhalant is for the patient who needs some extra fortitude. Upon puffing, you become resistant to both acid and lightning damage for 1 hour.

Rosemary Inhalant An I​ nhalant made from herbs with magical properties. Upon puffing, you become open to the awareness of fae and undead within 50 feet of yourself. In addition, fae and undead are unable to approach within 10 feet of you. The effects of this Inhalant last for 30 minutes.

Antibiotic Inhalant A miracle of medicine that tastes quite bitter, but works wonders. Upon use, the effects of poison and disease are nullified. The puffer of this Inhalant is cured of any disease and poison over the course of 30 minutes.

Furrow and Rateye Inhalant As disgusting as it sounds and smells, this is the perfect cure for patients who are impaired. The puffer of this Inhalant is cured of both blindness and deafness.

By Van David Overton II and Elias Luna-Partida

Grass Herb Inhalant Has a burning rope smell to it but really calms the user. If puffed during a short rest, the user regains 2 hit dies of health. The user also gets disadvantage in Intelligence, Dexterity, and Strength rolls but gets advantage in Wisdom rolls while under its effects. The Inhalant lasts 30 minutes.

Sage Sap Inhalant A magic plant with a sweet and sour taste, heals amazingly. When you puff, you may hold it in to gain its effects or blow it onto another creature. You can reduce the target's exhaustion level by one, alleviate the charmed or petrification effect, rid a curse, including the target's attunement to a cursed magic item, any reduction to one of the target's ability scores one effect reducing the target's hit point maximum.

Anesthesia At the 10th level, you have acquired access to a powerful sedative. As an action, you may inject a creature within 5 feet of you with anesthesia to put them to sleep for a number of turns equal to your Wisdom modifier. In combat, the creature rolls a Constitution saving throw. You may use this a number times equal to your Wisdom modifier, and regain expended uses on a short or long rest.

Cocktails At the 14th level, you have gained the ability to craft the most potent medicine. For the cost of 10 doctors components, the Plague Doctor is able to create a powerful Cocktail with incredible effects. As an action, you may drink a Cocktail, offer it to others to drink, or throw it for 30 feet at a target. The creation time for a Cocktail is 1 hour and you may store up to 10 cocktails.

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. Upon use, this Cocktail clears the mind, granting resistance and remedium to charmed, frightened, and sleep status effects, and resistance to psychic damage.

Stonewall Cocktail The taste is uncertain, but the effects are phenomenal. Upon drinking this Cocktail, the user becomes a powerful bulwark of strength, gaining resistance to being knocked prone, melee damage, fall damage, and you recover one level of exhaustion. After consumption, you must take a long rest before your next use.

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. Upon use, the drinker's body is purged of any possessing spirit or mind-altering spell.

Panacea Cocktail The ultimate in curatives. Restores 75 HP, and grants an additional 2d8 in temporary HP. Cures any negative status effect on target. (consult your doctor if your erection lasts for more than 3 hours)

Molotov Cocktail Sometimes nothing beats good ol’ fire but, something in definitely does not smell of alcohol in this. You throw this Cocktail at a target. The target takes 4d6 fire damage and everything within 5 feet from the target needs to make a Dexterity saving throw. On a unsuccessful save, the target receives 1d6 fire damage for the next 3 rounds and must

By Van David Overton II and Elias Luna-Partida spend 1 action to extinguish. On a successful save, the target only receives half damage from the initial attack.

Elixirs At 17th level, you create the most powerful potions ever known using natural and magical herbs. For the cost of 15 Doctor’s Components, you may craft one of these legendary medicines. As an action, you can drink an elixir or shake the bottle and the range of the Elixir varies. Elixirs take 8 hours to make and you may only store up to 5 Elixirs.

Yggdrasil Elixir Said to be the most legendary healing item to ever exist. Restores full health and cures any negative status effect. Also restores any unconscious creatures back to full health.

Luciferin Elixir A magical Elixir that gives you a radiant glow. Upon use, divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you or a target you choose. Creatures of the targets choice in that radius when you use this Elixir shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the Elixir’s effect ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Death Blossom Elixir A dark potion that manifests pure negative energy. If your target has less than 100 hit points, they instantly die. Otherwise, the Elixir has no effect.

Lunaria Elixir Made from a plant that is said to be blessed by the moon and tastes of honeyed milk. You can use an action to open the bottle and a healing energy flows to whatever targets you point at. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within 60. Creatures healed by this Elixir are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Blotter Blood Elixir Has a metallic smell to it, you don’t even think about tasting it. Each creature subject this Elixir must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The hallucination calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the effect ends for that creature.

Adrenaline Shot At the 17th level, the Plague Doctor has learned an emergency pick-me-up for those who are knocked unconscious. As a reaction, you may inject a shot of adrenaline to one target you can touch. You may use this feature 3 times, and regain expended uses upon a long rest. If unconscious, or about to be unconscious, the target immediately goes back to one point of health. They gain 3d10 temporary hit points and can’t be charmed or frightened for 5 turns.

Master Healer At the 20th level, you will not permit your allies to die on your watch. Once per long rest, you can use an action to raise an ally from the dead back to full HP without the use of Med-Kits.

By Van David Overton II and Elias Luna-Partida

Medical Expertise Starting at the 3rd level, a Plague Doctor must choose what way they will better serve the sick and ailing. Will they be a Combat Medic, Traditionalist, or Life Giver? Abilities for each Expertise are granted at the 3rd, 6th 10th, 14th, and 18th levels.

Combat Medic: The Combat Medic is a doctor that understands that the best place to save lives is on the battlefield, not the clinic. And sometimes the only way to save a life, is to take one.

Combat Ready At the 3rd level, the Plague Doctor chooses what weapon they will defend their unit with. Choose you gain proficiency with 1 simple or martial melee weapon of your choice.

Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach the 15th level in this class.

Doctors Orders At the 10th level, the Combat Medic can distract the enemy and order a friendly creature to retreat. After choosing the attack action The creature must be able to see or hear the Plague Doctor and have less than half of their HP. As a reaction, the friendly creature can move half of their speed and does not provoke opportunity attacks

Team Trust At 14th level, the Combat Medic has mastered moving with their team and watching each others backs. When within 5ft of another friendly creature, your AC increases by +2 and become resistant to slashing, piercing, and bludgeoning damage from non-magical weapons.

Aggressive Healing At 18h level, the Combat Medic has learned to multitask fighting and healing. When you take the attack action, you may do a medical procedure or use cococtions as a bonus action. If you choose to use this feature, you may not use Doctors Orders.

Corvus Mortis: The Corvus is a practitioner who knows the old methods of healing. Brutal, barbaric methods that no humane doctor would ever use on their patients. Instead, these doctors use these disgusting techniques on those who would do harm to the people or sadistically torture all who cross their path.

Deep Incision At the 3rd level, your expertise lets you know just how and where to make the deepest cut. You are able to make a cut that has an extra 1d8 bleeding damage effect on any target struck by this attack. This only works if the weapon used is an Amputating Knife or Bonesaw.

Needling At the 6th level, the Traditionalist has learned how eyes were once treated in days past. With the use of a plague lancet, the Plague Doctor may aim for the eyes of a target. The target takes an additional 1d8 piercing damage, and must make a Constitution saving throw, or be blinded. This technique can be only used 5 times per short rest.

Trepanation At the 10th level, the Traditionalist has learned a diabolical technique. You are now able to drill a hole in the skull of a

By Van David Overton II and Elias Luna-Partida target, severely lowering the power of their mind, and causing 1d4 of piercing damage and 1d10 psychic damage on strike. The target loses access to their magic spells. You must use an Amputating Knife or Plague Lancet to use this and this effect lasts for 2 turns. You may use this ability 3 times, and regain expended uses upon a short rest.

Potent Concoctions At 14th level, the Tradisionalist has added that little “kick” to their techniques and positions. Your new Plague Doctor Save DC = ​10 ​+ proficiency modifier + Wisdom modifier

The Black Death At the 18th level, you create the most dangerous disease ever known. The disease is carried in an abnormally large syringe. No sentient being should be subject to something this inhumane. The initial attack deals 1d6 piercing damage. Your target rolls a constitution saving throw. On failure, the target suffers from blindness, disease, and takes 12d12 necrotic damage. On success, the target takes half of that damage and doesn’t go blind. Every round, the target takes 6d12 necrotic damage. The target can reroll a Constitution saving throw every round to end the Black Death effects. This can only be used once per long rest and you cannot have more than one Black Death at a time.

Triage The Triage is a doctor who will not let a single patient die on their watch. They specialize in making sure their team is safe and ready for the battles to come.

E.M.T At the 3rd level, the Life Giver knows how to get their allies to safety. You can now lift, drag, and push allies up to 40 times your strength score. In addition, you move up to your full speed when carrying a friendly creature, ignore the effects of fear when headed towards an ally, and enemies get disadvantage on attacks made to the ally you are carrying.

Mobile Clinic At 6th level, the adrenaline in you lets you get to your patients faster. As a bonus action, you may take the dash action when headed to a friendly creature.

Expert Physician At 10th level, your skills as a doctor improves tremendously. You may now use a bonus action to use Concoctions and Surgical Procedures.

Mindless Healing At the 14th level, you don’t realize it but, by muscle memory you patch up your team. Friendly creatures within 5ft distance from you get 4 health from you on their turn. This does not work if the creature is unconscious.

Fix You At the 18 level, you become the best doctor in the land. Whenever you would roll anything that would add hit points or temporary hit points, you always use the max value for those rolls.

By Van David Overton II and Elias Luna-Partida

Weapons Name

Damage

Damage Type

Item Type

Properties

Weight

Cost

Bone Saw (Simple)

1d6

Slashing

Melee Weapon

Finesse

3lbs

15 gp

Amputation Knife (Simple)

1d4

Slashing

Melee Weapon

Finesse, Light

1Ib

15 gp

Plague Lancets (Simple)

1d4

Piercing

Melee, Thrown (20,60)

Finesse, Light

1/4Ib

1 gp

Doctor’s Cane (Simple)

1d4

Bludgeoning

Melee Weapon

Light, Versatile (1d6)

1.5lbs

5 gp

Plague Doctor’s Tools Name

Description

Plague Doctor Outfit

Wondrous Item, uncommon (requires attunement by a creature who is proficient in Medicine) The ​plague doctor's outfit​ consists of a long leather robe, gloves, plague mask and a doctor's hat. This outfit can worn with light or medium armor without any loss to Armor Class, but cannot be effectively worn with heavy armor. Anyone wearing this outfit while attuned to it has advantage on saving throws against being poisoned and contracting a disease. You similarly have resistance to any damage from airborne poison, such as from the ​cloudkill​ spell.

Plague Doctor’s Case

This item is intended for use with the ​Plague Doctor​ class. A Plague Doctor's Case contains the various supplies and equipment needed to perform surgeries, create poultices and decoctions, and perform other activities related to treating illnesses. It's designed specifically for the doctor to carry the items unique to their practice as well as general medical items. Among the things included in a Plague Doctor's Case are surgical tools, including an Amputation Knife, a Bonesaw, and several Plague Lancets. It also contains typical surgical items used by doctors, such as sutures, forceps, scalpels, and most items representative of mundane medicine. For the Plague Doctor specifically, it contains a crucible, mortar and pestle, various sized vials, and ultimately his recipe book, which are used for producing poultices, tonics, and infusions.

By Van David Overton II and Elias Luna-Partida

Proficiency with this item is required for creating poultices, decoctions, and conducting infusions. Proficiency with this kit allows you to add your proficiency bonus to, as well as have advantage on, medical checks involving surgical procedures. Cost: 75 gp Weight: 15 lbs

Surgical Procedures The plague doctor uses her Surgery-Kits to heal her team. As she levels up, she gains access to more advanced practices. Surgery-Kits are replenished after every short or long rest. Med kits number increase by 5 every 3rd level. Level 1=20 level 3=25 level 6=30 level 9=35 level 12=40 level 15=45 level 18= 50

Level 1 ● Bandage Wounds Range: Touch Components: 1 Surgery-Kit Duration: Instantaneous A target you touch regains a number of hit points equal to 1d8 + your Wisdom modifier. This action has no effect on undead or constructs. At Higher Levels. At every second level you add a 1d8 to total healing Ex. Level 2: 1d8 + 1d8 + Wisdom modifier At the 10th level your d8’s become d10’s and at 16, d12’s ● Embalming Range: Touch Components: 2 Surgery-Kits Duration: 30 seconds Embalming a corpse protects it from decay and can’t become undead. Actions like Resuscitation have a extended time limit allowing you 10 days time limit instead of 1 minute.

Level 3 ● Care Package Range: 20 feet (Thrown) Duration: Instantaneous Components: 3 Surgery-Kits The target is granted a quick 2d4 + your Wisdom Modifier of health. At Higher Levels: At every second level, you add another 1d4 to total healing At the 10th level your d4’s become d6’s and at 16, d10’s

Level 5 ● Resuscitation Range: Touch Duration: 1 minute Components: 10 Surgery-Kits You can operate on a creature up to 1 minute after they fail their death saving throws. That creature returns to life with 1 hit point. This action can't return to life a creature that has died of old age, nor can it restore any missing body parts. Once you start performing surgery, the 1 minute timer stops while you operate and continues if you stop/are stopped for any reason.

By Van David Overton II and Elias Luna-Partida

Level 7 ● Mass Bandage Wounds Range: 20 feet around doctor Duration: Instantaneous Components: 4 Surgery-Kits per targets in range You run around like a maniac healing your friends. The ally targets are granted 3d8 + your Wisdom modifier. This action has no effect on the undead or constructs. At higher levels: Add a 1d4 for every second level At the 10th level your d4’s become d6’s and at 16, d10’s

Level 13 ● E.R. Range:Touch Components: 15 Surgery-Kits Duration: 1o seconds A magic being helps you perform a miracle or was it you? A target that has died can be revived and restored to full HP. This action has no effect on undead or constructs.

By Van David Overton II and Elias Luna-Partida

Special Thanks!    Thank you Van and Elias for making this awesome class     Art   

By Van David Overton II and Elias Luna-Partida

Front page doctor: Van David Overton II    Female Plague Doc: Hamatsu  https://hamatsu.deviantart.com/    Plague Doc Edit (Bottom Page): Elias Luna-Partida   
Plague Doctor Class (Ver. 2.0) by Elias and Van

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