A plague vial that is not in a plague doctor's possession becomes inert until a plague doctor picks it up again. It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague doctor's blood, sweat, tears, and other bodily fluids for 10 minutes per class level.
![Class Class](/uploads/1/2/6/6/126628316/636997829.jpg)
- 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. 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.
- All Games Indie Games Hero Siege Downloadable Content Class - Plague Doctor. Class - Plague Doctor. This content requires the base game Hero Siege on Steam in order to play. All Reviews: Positive (32) - 81% of the 32 user reviews for this game are positive. Release Date: Dec 14, 2018.
the-artificier-guild:
dungeonmastersconsortium:
cacklebarnacle:
Plague Doctor Plague Doctors differ from other clerics in that they do not rely as heavily on the powers of the goddesses. Plague Doctors make use of scientific studies in order to treat illness and because of this, they have remained in the shadows, as the blessings of the goddesses was enough to cure any illness prior to Medzio Diena. The Black Death was the deadliest epidemic of bubonic plague in history, wiping out some 25 million Europeans alone in just a few years. Out of desperation, cities hired a new breed of physician — so-called plague doctors — who were either second-rate physicians, young physicians with limited experience, or who had no certified medical training at all.
dungeonmastersconsortium:
Hey everyone! I’m working on a plague doctor class. If you can think of anything you’d like to see included, let me know!
I think proficiency in medicine and nature would be kind of logical. Double the proficiency bonus for medicine checks for diseases and for nature checks for finding the known cure for a known disease (i.e. patient has malaria, go looking for cinchona or remijia)
I’m not sure wich one would be more appropriate, or wether you could let the player choose between proficiency in perception or investigation, but I think for getting the nessesary background information, i.e. was there a recent flood/ insect populations grew bigger/ there’s a suspicious looking mold in the patients bedroom/ a traveler passed through who came from city-wich-had-recent-reports-of-rare-but-contagious-disease/ etc.
Give them some sort of resistance against diseases for example advantages or some other bonus on checks against contracting diseases.
Plague Doctor Authentic
There probably should be a constitution requirement for this class.
Are you planning on introducing spells or cantrips? Cantrips that would seem a logical choice for someone working with contagious patients would be prestidigitation (cleaning your tools and clothes, chilling or warming materials to control the patients temperature), mage hand (for cases when the plague doctors really shouldn’t touch the patient themself) or spare the dying.
Other spells would suggest healing and damage (through inflicting illness, sickness, diseases)
![Class - Plague Doctor Crack Class - Plague Doctor Crack](/uploads/1/2/6/6/126628316/197423303.jpg)
Let the players choose from Contagion, Gentle Repose, Harm, Eyebite, maayybee Blight, Ressurection, Revivify, False Life, Heroes Feast, Lesser Restoration, and a few with ‘heal’ in the spell name. Might sound a bit like a one trick pony, but then again, if they want to throw fireballs or make plants grow, they shouldn’t pick a plague doctor.
If you don’t want the Plague Doctor to mainly be a caster, I’d still suggest you give the players the two bolded Spells, because they are just too thematic to not use them. Make the players work for them, but let them have them.
I spend way too much time on this……but the concept of playing a plague doctor sounds intriguing.
My main thing with this class is having it be non-magical. The idea is that they find healing magic to be unreliable. They would prefer to rely on the the natural sciences and alchemy to cure their patients. Things under their control. Their current skill proficiencies are Medicine, Nature, Survival, Insight, Investigation, History, Arcana, Persuasion, Deception, or Intimidation. They get to choose three. They’ll have vials that get to duplicate some spell effects though they’ll be non-magical effects. (Can’t be counterspelled and can work in anti-magic fields)
So from the sounds of it, you’re looking to make a non-caster ‘healer’ class. Such a feat could be tricky, but it’s possible!
Consider giving the class abilities that will reflect the ‘plague doctor’ feel you’re going for: perhaps a resistance or immunity to disease and poison, the ability to craft minor healing potions as an action (limited to a few charges a day), the ability to make a melee attack and inflict a creature with a disease. Maybe instead of an outright healer class, you could include options that allow the plague doctor to craft ‘buffs’ and ‘debuffs’ for creatures (examples: You can give a creature a +1 to their attack or damage roll, or you make a creature vulnerable to a certain type of damage.)
I don’t think going with ‘vials that get to duplicate the effects of spells’ would be the correct way to go with a non-casting healer, but that’s just me. I think this has the potential to be more than just a reskin of an alchemist, and could be its own thing- A class with a specific utility that no other class provides. I hope a few of the small examples I gave help kickstart some ideas of your own!
Consider giving the class abilities that will reflect the ‘plague doctor’ feel you’re going for: perhaps a resistance or immunity to disease and poison, the ability to craft minor healing potions as an action (limited to a few charges a day), the ability to make a melee attack and inflict a creature with a disease. Maybe instead of an outright healer class, you could include options that allow the plague doctor to craft ‘buffs’ and ‘debuffs’ for creatures (examples: You can give a creature a +1 to their attack or damage roll, or you make a creature vulnerable to a certain type of damage.)
I don’t think going with ‘vials that get to duplicate the effects of spells’ would be the correct way to go with a non-casting healer, but that’s just me. I think this has the potential to be more than just a reskin of an alchemist, and could be its own thing- A class with a specific utility that no other class provides. I hope a few of the small examples I gave help kickstart some ideas of your own!
Actually, I’d like the class to NOT be a primary healer. I see the plague doctor as either a skill monkey or a buff/debuff character. The heal I’m working on right now is called “Invigorating Vapors,” where they can use an action to heal someone 1-3d8 based on level, but the character takes a level of exhaustion to do so. They can heal others, but the rapid healing comes at a cost. It’s meant to be used as a last resort kind of thing.
Plague Doctors Masks
(via the-antifascist-guild)