publish: true
aliases:
- Plague Doctor
created: 2026-03-09T12:15:33.793-04:00
modified: 2026-03-09T12:15:33.793-04:00
published: 2026-03-09T12:15:33.793-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24extras
- ttrpg-cli/subclass/captain/plague-doctor
cssclasses: - json5e-class
obsidianUIMode: preview
Plague Doctor
Captain: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Plague Doctor 4th +2 5th +3 6th +3 Imbalance Humors 7th +3 8th +3 9th +4 10th +4 Analgesic Remedy 11th +4 12th +4 13th +5 14th +5 Bloodletting 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Cross-Compatible Subclass: This subclass originates from the Vagabond class
Note that cross-compatible subclasses might be stronger or weaker than other subclasses.
The GM decides if a subclass should be cross-compatible in your campaign.
Cure Sickness with Brutal Medical Practices
As maladies sweep the countryside, plague doctors follow close behind. Wielding brutal medical instruments and techniques to balance the humors, plague doctors inspire hope and fear in equal measure.
Subclass Features
Physician (Level 3)
Your medical studies have taught you to bloodlet patients and balance their humors, granting you the following benefits.
Medical Training. You have proficiency and Expertise in the Medicine skill.
Diagnosis. You can take the Search action to determine if a creature you can see within 30 feet of yourself has the Poisoned condition, is Bloodied, or is afflicted by a magical contagion. You sense the source of the Poisoned condition, the nature of its wounds, and the magical contagion in each case.
Remedy [Maneuver] (Level 3)
As a Bonus Action on your turn, you can expend one Battle Die to choose one ally within 5 feet of yourself. That creature regains Hit Points equal to two rolls of your Battle Die plus your Constitution modifier. Additionally, you can end one of the following conditions on the ally: Blinded, Deafened, Paralyzed, or Poisoned.
Imbalance Humors (Level 6)
Once on each of your turns when you hit a creature with an attack using a weapon or Unarmed Strike, you can imbalance its humors using one of the following options. Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend one Battle Die (no action required) to restore your use of it.
Choleric. Until the start of your next turn, the target has Advantage on attack rolls and attack rolls against it also have Advantage.
Melancholic. The target has Disadvantage on the next D20 Test it makes before the start of your next turn.
Phlegmatic. The target can’t make Opportunity Attacks until the start of its turn.
Sanguine. The next time the target takes damage before the start of your next turn, it takes extra Necrotic damage equal to one roll of your Battle Die without expending it.
Analgesic Remedy (Level 10)
When you use your Remedy maneuver, you can give yourself or the ally Temporary Hit Points equal to your Vagabond level.
Bloodletting (Level 14)
You learn the Wounding Strike maneuver. If you already know it, you learn a different maneuver of your choice.
You can use your Wounding Strike maneuver by expending 1-3 Battle Dice. You add only one Battle Die to the attack’s damage roll, but the target gains a number of bleeding wounds equal to the number of Battle Dice expended.