Doctor of Death (5e Class)
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Doctor of Death[edit]
Doctors of death are only given to a single person at any given time as the power comes from a cursed fruit. This fruit appears after the current user dies and grows out of their body. each person's knowledge is passed through the fruit giving each user incredible medical knowledge and the will to continue on. Doctors of death are known for their ability to control an area much like a god.
Creating a Doctor of Death[edit]
a previous doctor of death preparing to use room |
- Quick Build
You can make a doctor of death quickly by following these suggestions. First, Strength/Dexterity should be your highest ability score, followed by intelligence. Second, choose the sage/outlander background. Third, choose the armor best suited for your stats and a weapon to match followed by an explorers pack.
Class Features
As a Doctor of Death you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Doctor of Death level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Doctor of Death level after 1st
- Proficiencies
Armor: Light, medium, and shields
Weapons: simple and martial
Tools: 1 artisan tool of your choice
Saving Throws: Constitution and Intelligence
Skills: pick any 2 from the following Acrobatics, Arcana, Deception, History, Insight, Nature, Religion, Slight of Hand, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 short swords or (b) 1 martial weapon and a shield
- (a) leather armor and a longbow with 20 arrows or (b) scale mail
- (a) Explorer's Pack or (b) Scholar's Pack
- If you are using starting wealth, you have 5d4x10 GP in funds.
Level | Proficiency Bonus |
Features | Room techniques known |
---|---|---|---|
1st | +2 | Medical knowledge, Room | 0 |
2nd | +2 | Fightning style, Adrenaline Surge | 0 |
3rd | +2 | Medical Specialty, Room Techniques | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Medical Specialty Feature | 3 |
7th | +3 | Room Enhanced | 5 |
8th | +3 | Ability Score Improvement | 5 |
9th | +4 | Preasure point attacks | 5 |
10th | +4 | Medical Specialty Feature | 7 |
11th | +4 | Extra Attack | 7 |
12th | +4 | Ability Score Improvement | 7 |
13th | +5 | Room Convergence | 7 |
14th | +5 | Medical Specialty Feature | 7 |
15th | +5 | Awakening | 10 |
16th | +5 | Ability Score Improvement | 10 |
17th | +6 | Superior room technique | 10 |
18th | +6 | Medical Specialty Feature | 10 |
19th | +6 | Ability Score Improvement | 10 |
20th | +6 | Immortality Surgery | 10 |
Medical Knowledge[edit]
Thanks to your new abilities years of medical knowledge flow through you. You gain proficiency in medicine in addition, you can use a healers kit as a bonus action. Using a healers kit on a creature will also heal them 1d6+Intelligence modifier. Finally, doctors must have a bit of herbal knowledge during a long rest you can craft a healers kit from herbs you can find in your surroundings.
Room[edit]
Starting at 1st level, as an action you can cause a translucent blue dome to appear, centered on you. The dome encompasses everything within a 15-foot radius and lasts for 1 minute until dispelled, or you forcibly or willingly exit the dome's radius. The dome stays where it was thrown and does not follow you. While the dome is active you have an innate knowledge of all things within it, knowing the general location of objects, how many objects are inside, and the creatures present within the dome. However, if a creature is invisible, underground, or trying to hide from you, it has disadvantage on Dexterity (Stealth) checks to remain concealed and attempt to hide. You can cancel the dome as a free action on your turn. You can use this feature a number of times equal to your proficiency bonus for short rest.
The dome's range increases as you gain levels: 20 feet at 5th level, 30 feet at 10th level, and 45 feet at 15th level.
Fighting style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.
- Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC
- Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can preroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Adrenaline Surge[edit]
Starting at 2nd level, you can force adrenaline into your body allowing you to act faster than normal. On your turn, using a free action you can gain an extra action and gain 1d10 + your death doctor levels of temporary HP. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once in the same turn.
Medical Specialty[edit]
Starting at 3rd level you choose your specialty in medicine and how you wish to use your new powers, choose either Surgeon or Physician as explained at the end of the class. Your chosen Archetype grants you features at 6th, 10th, 14th, and 18th level.
Room Techniques[edit]
Starting at 3rd level you learn a few techniques that allow you to manipulate the world as you see fit. The room techniques can only be used while your room is active and only while in the confines of the room itself, if an object is halfway in the room and half out of the room your room techniques can only affect the parts of the object that are within the room these rules apply to creatures also in the room. The save DC for your room techniques is 8 + proficiency bonus + Intelligence modifier. You can use each of these techniques a number of times double to your Intelligence modifier (minimum of 1) per long rest. When you gain a level in this class you can trade one of the techniques you already know for another one.
You can find the list of techniques at the bottom of the class page. In order to pick a technique you must have the prerequisites for it.
Ability Score Improvement[edit]
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.
Extra attack[edit]
Starting at the 5th level whenever you take the attack action you can make an additional attack. This increases to 3 attacks at the 11th level.
Room Enhanced[edit]
Starting at 7th level you can now expand your room temporarily greatly expanding your range at a great cost. While your room is active you can choose to enhance your room causing it to triple in size (ex 20ft radius room becomes a 60ft radius room). This expansion last until your room disappears once it does you gain 2 levels of exhaustion you can do this once per long or short rest.
Pressure Point Attacks[edit]
Starting at 9th level, you can now target vital points in the body with your attacks. Each round, you gain advantage on the first attack roll against creatures inside the dome. Knowing these vital points also helps keep your allies and yourself invigorated when using a healer's kit now heals 2d6 + HP intelligence modifier
Room Convergence[edit]
Starting at level 13 you can now have more control over your Room which normally shows as a translucent blue sphere that produces a soft buzzing sound, You now choose to alter its characteristics when you summon a Room but you can only change one of the following each time you use the functionality of the room.
- -you can make your room make no noise and no noise enter/leave the room barrier.
- -you can change the color of your room and generate patterns on its border.
- -you can choose whether your room is opaque or completely transparent which requires detecting magic to know it's there.
Awakening[edit]
Starting at 15th level, you can now produce the near-maximum power of your techniques. Choose one of your Stanza techniques. Its effects also remain outside your room as if the effect had occurred in the room. The effect lasts until you lose concentration as if you were concentrating on a spell. You can choose an additional technique at 17th level and a 3rd one at 20th level.
Superior room Technique[edit]
Starting at 17th level you can now use techniques without your room active by coating a weapon in a condensed version of your room. once per long rest, you can use one of your techniques without your room being active.
Immortality Surgery[edit]
Starting at the 20th level you now have been given the ultimate form of power the cursed fruit can provide at the cost of your life you can give another immortality. over the course of 1 minute you can touch another willing creature and transfer your life force to them this reduces your character to 0 HP and gives you disadvantage on death saving throws. However, the creature you choose will not die of aging or age past the point where it received the surgery. Once you have given someone the surgery you cannot give the surgery to another creature until the original creature dies.
Surgeon[edit]
The surgeon is one who specializes in the more destructive parts of being a doctor of death utilizing the room techniques to rip apart their opponents with surgical precision.
- Warrior's scalpel
At 3rd level, you learn to wield blades with deadly precision once per turn when you hit with either a technique or a melee weapon attack you can add 1d8 to the damage of the attack.
- knowledge of one's self
Starting at 6th level, you can learn where in the body you need to be hit to die and where you can be hit to survive. When you are reduced to 0 HP you can choose to have 1 HP instead if the attack wouldn't kill you outright.
- Emergency maneuver
At 10th level, you learn to coordinate your allies using your room and room techniques, allies within your room can use their reaction to move half their movement speed and not provoke an attack of opportunity, they can use their reaction this way once per combat.
- Forced Vitals
At 14th level, you learn to force your bodily function to work overtime as a bonus action while your room is active you gain your level's worth of temp HP at the start of your turn. This temp HP last until your room disappears you can do this once per short or long rest.
- Pure mind, body, and soul
At 18th level, you learn how to expel foreign material from your body, calm your mind, and clear your head making you immune to disease and poison and immune to the poisoned, charmed, frightened, grappled and restrained.
Physician[edit]
Doctor: a medic is a death doctor who uses their abilities to support those around them, rather than directly attacking an opponent.
- Sew the connection
At 3rd level, your room emits positive energy that heals creatures within it. All creatures of your choice while in your room heal 1d6 HP at the start of their turn. This effect lasts until you're incapacitated, the room disappears, or they leave the room.
- Last resort
Starting at 6th level, you control the battlefield and your allies knowing everything that happens. When a friendly creature in your room is reduced to 0 HP, you can use your reaction to swap its location with another object or creature in the room.
- Healing Mist
At 10th level, you learn to create a healing mist that can be used by breaking flasks. During a long or short rest, you can create 5 ampoules of healing from a healer's kit, each ampoule heals 2d6 + HP Intelligence modifier to all creatures within a 5-foot radius of the blast.
- Shuffle game
At 14th level, you learn to move everyone in your room like pieces on a chessboard. As an action, you can swap the positions of all creatures in your room wherever you want, and unwilling creatures must make a Charisma saving throw or be switched. You can do this once for a long rest.
- Absolute medicine
At 18th level, your training has pushed your mental and physical limits to a new level, and your control of healing magic reaches a new level. When you would normally roll one or more dice to restore hit points with an ability, you instead use the highest number possible for each dice.
Doctor of Death Room Techniques[edit]
You can only use a technique once per turn. All techniques in the list require an action, unless specified otherwise within the specific technique. You know a number of techniques equal to twice your proficiency bonus.
- Chaos
Choose a target creature that you can see that is the same size or smaller than yours and swap positions within the room. Alternatively, you can choose an item that you see weighing no more than 200 pounds and swap places with it.
- Tact
you target 1 creature it must make a Charisma saving throw against your death doctor's DC. Alternatively, you can target an object that weighs no more than 200 pounds and lift it 10 feet into the air. As an action, you can move the lifted creature or object up to 30 feet in any direction.
- Tact Hahg (must have tact and be level 5 or higher)
you can now target up to 3 creatures and target objects weighing up to 600 lbs.
- Tact Mang (must have Hahg tact and be level 13 or higher)
you can now move objects up to 1,000 pounds, move them up to 50 feet in any direction, and change their speed/force.
- Suture
you can attempt to attach an object to another object or to another creature, when they attach to another creature they must make a power saving throw or be grabbed by the object, they can repeat the power saving throw if they use their action for Try It.
- Amputation (must have a melee weapon you are proficient with)
you can swing the blade and split objects without damaging them (e.g. cutting into a clock will allow you to see inside but won't stop the clock from ticking even though that would be physically impossible for that to happen). you can also attempt to amputate people who must succeed on a Dexterity saving throw against your death medic DC or have a limb amputated. If the creature leaves the room, the limb will reappear on its body. A creature without a limb takes disadvantages on attack rolls, and on checks and saving throws that take advantage of the missing other.
- Scan
you can scan your room for a specific object or person. make a Wisdom (percection) check with advantage over a DC the DM sets. If successful you can find the exact location of said object or people within the room.
- Mes (level 7 or higher)
you can attempt to expel a person's organ from their body. Make a melee attack roll against a creature within your room, if it hits the creature must make a Constitution saving throw or see one of its organs be expelled from its body,
Heart - While the heart is ejected it counts as one item. You can harvest the heart and squeeze it, dealing 1d8 necrotic damage each turn as a bonus action.
Brain: While the brain is disarmed, you can put the brain into another person who also has his brain disarmed, causing them to switch bodies.
Lungs: When lungs are expelled, you can crush them causing suffocation. The target must make a Constitution saving throw each turn or lose the coughing and choking action.
Stomach - while the stomach is ejected you can crush it causing the enemy to go prone as a bonus action each of your turn.
Any creature whose organs have been expelled can put them back in if they retrieve them or leave the room.
- Knockback
you can make a melee attack against a creature that takes 1d8 lightning damage and must make a Constitution saving throw or be stunned until the end of its next turn.
- Injection Shooting (must have a melee weapon you are proficient with)
you can attack with a forward-firing weapon such as a pistol, all creatures in a 30-foot line must make a Dexterity saving throw against your death doctor's DC or take 3d8 piercing damage, or half that if success. Starting at 8th level, this damage is treated as magical for the purpose of overcoming a creature's resistance and immunity.
- Radio Knife (level 10 or higher)
you can attack a creature 3 times with a weapon in a single attack. The weapon you're wielding is treated as magical for the purpose of overcoming creature resistance and immunity. Also the damage cannot be healed by natural regeneration (e.g. troll regeneration)
- Gamma Knife (level 13 or higher)
you can make a melee attack roll against a creature. This attack ignores armor and natural armor, setting the target's AC to 10 + its Dexterity. The attack deals 5d6 lightning damage and ignores all immunity and resistance to lightning damage. An affected creature can't take reactions until the start of its next turn. Once you have used this technique, you need to rest for a long time before using it again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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