Talk:Plague Doctor (5e Class)

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The concept seems a bit too narrow for a class, wouldn't it be better as an archetype? Marasmusine (talk) 02:46, 23 August 2015 (MDT)

I found the class to lack too many pieces of important material for it to be useful.
•What are plague lancets?
•What do they do?
•How much does the Plague Doctor's case weigh?
•Does it provide any bonuses or advantages?
•Can the items in it be used as weapons? If so, what are their stats?
•Can they be used for anything else?
•What are the stats of the Plague Doctor's outfit?
•Why does the Plague Doctor not get more abilities beyond level two?
Without this information, the class just seems empty. --Vobria (talk) 14:21, 19 September 2015 (MDT)

I repaired the broken link to your Plague Lancet. --Vobria (talk) 19:32, 20 September 2015 (MDT)

Thanks for the advice and repairing some of my stuff, Vobria. I want to be able to create a Mundane Medicine column, similar to the Spells Known column, but for the Poultices, Infusions, Decoctions, and other potions. For now, I am just using the Spells Known column, with Poultices as level 1, Infusions as level 2, and so on as I add more potions types to the class. --Pinogolf98 (talk) 21:03, 21 September 2015 (MDT)

No problem. If you'll let me, I have an idea for the Plague Doctor's Case that extends beyond it just being a bag that holds a few items. It would really add flavor to the class. Vobria (talk) 00:21, 22 September 2015 (MDT)
For sure, go ahead and add something. I felt like I've been lacking flavor.--Pinogolf98 (talk) 20:27, 22 September 2015 (MDT)

Check the class. I made the "Plague Doctor's Case" an item as well as fixed some of the spelling. Vobria (talk) 22:24, 22 September 2015 (MDT)

I really like the idea, thanks for that. --Pinogolf98 (talk) 21:57, 23 September 2015 (MDT)

Background[edit]

Wouldn't it be better as a background?--209.97.85.48 13:15, 30 January 2016 (MST)

Doctor's Components[edit]

Hey, there's a section on Doctor's Components that says "The case has 15 + your intelligence uses", what does that mean exactly?--JaiminhoMatador (talk) 17:49, 20 December 2019 (MST)

Anesthesia[edit]

This ability doesn't specify whether, if a creature has been put to sleep with this ability, they will wake up upon taking damage. They either sleep for a number of hours equal to the character's intelligence modifier or are waken up as an action. If those are the only two ways for the creature to wake up, does that mean a party could put a creature to sleep, and then keeping landing auto-crits at melee range to kill it? WiserVisor (talk) 7:58, 11 November 2020


General[edit]

So I feel like there are too many conditions where your main feature is nullified. It has a time limit so you can't prep for an upcoming battle. You can't use the same one on the same character before a short or long rest (which i feel like using another component on the same problem is punishment enough). The crafting failure feature doesn't make sense as crafting recipes only cost up to an action ( which admittedly might just be an oversight). Overall i feel like this classes main feature is a little too limited for how specific the effects can be.--Fawful (talk) 12:33, 29 March 2021 (MDT)

I agree with the general sentiment that having super limited shelf lives on some of those things seems a bit awkward. Perhaps some rules for “longer lasting items” could be created, making it so you can increase crafting time, taking minutes instead of actions, but it lasts a few days instead of an hour or so. Just an idea. --SwankyPants (talk) 13:06, 29 March 2021 (MDT)
Aaaaaaaaaand now we have returned to the infinite stockpile problem of A) Mixtures lasting indefinitely and B) Mixtures also not weighing anything or taking up any space. With an indefinite length of time to use them, you could, as this class, create various poultices, tonics, decoctions, and eventually cocktails and simply hoard them, building up a massive inventory of these class features. There needs to be SOME kind of limiter on how many you can have, unless you feel like potentially having the equivalent of a couple hundred spell slots at any given time is fair and balanced. :wink: --IntellectMaster (talk) 09:29, 30 March 2021 (MDT)
In addition, these mixtures and creations are not magical in nature: they are entirely mundane, not magical potions that can last forever and be consumed repeatedly for infinitely-replicated effects. You cannot infinitely chug rose tea to feel better after every time you get stabbed. That's not how it works. And for the the limits on what you can do with them: instead of removing content from the page (i.e. the shelf lives and time it takes to brew the things), maybe you could have added additional pastes, tonics, etc.? Being unhappy with the variety of options then not expanding on the variety feels to me like there was a small disconnect in between what you wanted and what you did. Just some thoughts/warning before I rollback your edits (and then make some modifications more along the lines of what SwankyPants said), Fawful. If you or Swanky get to it before I do, more power to ya'. --IntellectMaster (talk) 15:29, 31 March 2021 (MDT)

Well I'm not sure what the condescending tone is about but I digress. My main problem with having an expiration time is you're robbing the class of a feature (a feature they don't get much of at that) if it's too short, on the flipside if the expiration date is too long that just adds an annoying time keeping mini game. As for the stock up problem i was thinking of adding a slot system so you can only have a certain amount of each so you can be reactive with the more status effect cures and more proactive with generalist concoctions. I believe just because they're Mundane doesn't mean they should by default expire that should be something the dm chooses it's like how it's up to the dm if rations expire or not. Lastly as for repeated use my previous slot suggestion should be covered. Oh and just incase the slots make it seem like a reflavored caster remember these can't be dispelled and be prepared on the fly. I hope that you might see it my way but if not thats fine but please try to work on constructive criticism so instead of "This idea is bad because x,y,z" maybe try "I see what you're doing and let's try fixing it up a bit."--Fawful (talk) 23:16, 31 March 2021 (MDT) Ok ill admit I made some bad calls I've had a busy week and didn't have time to properly fix this before now I hope this newest edit is a good compromise and if not I'd like to hear some feedback.--Fawful (talk) 00:18, 1 April 2021 (MDT)

It is indeed, but if we consider this to be the equivalent of a half-caster, half-martial class, with the components and various mixtures being the equivalent of spellcasting, the current capability to store up the equivalent of 2 ~6.5th-level spell slots, 4 ~3.5thlevel spell slots, 6 ~2nd-level spell slots, and 8 ~1st-level spell slots, not including the mixtures you can make in the middle of combat, nor the mixtures you can make before you take a long rest and then have on hand for four hours after you wake up the next day, and also not including the mixtures you can make by expending hit dice during that same long rest. This brings it to the equivalent of having more "spells" than a full caster while also having martial capabilities. The final note of this class's mechanics is that, unlike an actual spellcaster, all of these effects (except for cocktails) are a bonus action to apply: this means you are getting both the benefits of a full-action spell and and the benefits of attacking twice and having a big hit die size and hit point pool. I hope this enlightens you as to why I've been pushing so hard to drastically limit the usage of these mixtures: not even a paladin can produce this many effects in a single combat, much less in a single day! Part of the balancing for this severity of usage reductions, though, would be an increase in the variety of options for the mixtures. To keep the spirit of the class, it would require a bit of research to learn what some other pastes, tonics, etc could be that would have different beneficial or harmful effects than what's already there (unless you have this knowledge already collecting dust in your brain), but it's certainly something that the class needs anyways due to the lack or variety compared to every other spellcaster. --IntellectMaster (talk) 12:43, 1 April 2021 (MDT)

New Subclasses[edit]

The new subclasses added to the Plague Doctor class were from the variant page, which copied all features from the original class, but had different subclasses. I believe it is in the spirit of the wiki for creators to add more content to user created material, and creating a whole new article, that repeat the same content bar the subs is antithetical to that.

So, i believe that bringing the subs of the variant to this article is in the spirit of the collaborative aspect of this wiki Anastacio (talk) 08:39, 29 June 2022 (MDT)

Ok so if you truly believe that these subclasses need to be here then please work on balancing them because in their current state they step on the toes of paladins clerics and the class they're for.--Fawful (talk) 06:13, 24 July 2022 (MDT)
That's a fair point, i'll do that and wait for further feedback from you. Anastacio (talk) 08:31, 24 July 2022 (MDT)

Medical Mind Ignoring Conditions[edit]

I'm a bit confused as to how ignoring a creature's immunity to a condition works. If you were to attempt to grapple a shadow demon (and yes I know medical mind doesn't work on fiends, it's just the first one that comes to mind), you fail. Period. You are trying to grapple mist, and I don't think any amount of anatomical knowledge can avoid that. This feature has to be magically canceling the very incorporealness of the shadow demon, which is extremely powerful for a level 1 feature, as well as probably not being intended. Even if it's not a shadow demon and is just something like a spiky lizard that's immune to grappling (I'm pretty sure those exist, if not then sorry), you would be trying to hug spikes. That seems difficult at best and deadly at worst. I feel like I'm just missing something really obvious here, though, so please help.--Ysh (talk) 16:55, 1 August 2023 (MDT)

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