Plague Doctor Skulker

The Plague Doctor Skulker blends battlefield medicine with relentless precision. Known for their ability to act in the chaos of battle, they stabilize the dying, purge afflictions, and grant hard-earned second chances.


Known far and wide for their remarkable ability to navigate and act decisively amidst the chaos of battle, they not only stabilize the dying but also expertly purge afflictions that threaten to claim lives. With a calm and steady hand, they work tirelessly to grant hard-earned second chances, ensuring that every soldier has the opportunity to regain their strength and continue fighting for their cause.

Plague Doctor Skulker Features By Level

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Anatomical Insight
1st Level Feature
You gain proficiency in the Medicine skill, allowing you to assess the physical state of others with practiced expertise.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of Skulker cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Black Vial
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Black Vial
3rd Level Feature
You prepare a number of black vials equal to your Intelligence modifier (minimum of 1) during a long rest. As an action, you can administer or throw a vial at a creature within 30 feet.

Ally: The target regains 3d4 + your Intelligence modifier hit points, ends one condition affecting it, and gains advantage on Constitution saving throws for 1 minute.

Enemy: The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, it has disadvantage on Constitution saving throws for 1 minute.

You regain all expended vials at the end of a long rest.

Plague Warden
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Plague Warden
6th Level Feature
At the end of a long rest, choose a number of creatures equal to your Intelligence modifier (minimum of one). Each gains resistance to poison damage and advantage on saving throws against the poisoned condition until your next long rest.
Field Resuscitator
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Field Resuscitator
10th Level Feature
When you stabilize a creature, it regains 1 hit point.

You can use a bonus action to administer a healing potion to a creature within 5 feet of you. When you do, the creature regains the maximum possible healing from that potion instead of rolling.

You can also identify whether a creature is poisoned, diseased, or cursed without needing to make an ability check.

Life Sense
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Life Sense
14th Level Feature
Creatures of your choice within 15 feet of you have advantage on death saving throws while you are conscious. You can cast Spare the Dying as a reaction, to a creature within range that you can see reduced to 0 hit points.
Epidemic Immunologist
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Epidemic Immunologist
19th Level Feature
You are always under the effects of the detect poison and disease spell. You automatically succeed on saving throws against diseases or poisons and can identify their source or method of transmission after 1 minute of observation.

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