Crimson Thread

by Alaxandir

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Foreword

This is a not-for-profit fan works that does not seek to damage Red Hook Games or James Edward Raggi IV. It is a creative works that draws inspiration and in some cases borrows ideas and mechanics from either universe. It is intended to enhance and market the official products from which it draws inspiration.

Anyone who takes an interest in this material should seek out the official sources.

www.DarkestDungeon.com

www.LOTFP.com

This is a fan made works and is not official nor supported by Red Hook Games.
This is a fan made works and is not official nor supported by Edward Raggi.
Darkest Dungeon and it's artwork are copywrite of Red Hook Games.
Lamentations of the Flame Princess and LotFP are Trademarks of James Edward Raggi IV.
The ideas and writings contained in this book are almost entirely from or inspired by Lamentations of the Flame Princess and/or Darkest Dungeon. I should add that they are wonderful games, LotFP rules are available in a complimentary version on their website! Darkest Dungeon is available for purchase via Steam. (A digital software distribution service, if for some reason you haven't heard of it.)
Dungeons and Dragons is copywrite Wizards of The Coast, and the D&D logo all that. It's not for commercial use okay!



PS: Don't sue me please.

What is a Roleplaying Game?

If you find yourself asking, what the hell is this book about? I would encourage you to research Roleplaying Games on the internet before delving too deeply.

If you're lazy or can't be bothered to do that here's a quick explanation.
A roleplaying game is a game where usually a group of people take on imaginative roles in a setting defined by a ruleset or some sort of structured play. (Thus the "game" part of Roleplaying Game) This particular Roleplaying Game is played with a set of polyhedral dice, called a d20, a d12, d10, d8, d6, and d4. You can find these dice at a gaming store near you, or order them from your favorite online retailer. Seriously though, if you don't know what a roleplaying game is, how did you find this?

Welcome to Crimson Thread

This book draws heavy inspiration from the dark and horror filled universes of Darkest Dungeon and Diablo. GM's and Players seeking to get the most out of crimson thread should understand these sources, but that is far from the only way to enjoy the context of the setting.

What to Expect

The goal of Crimson Thread is to create a more visceral experience that shows characters succumbing to madness that would befall them upon witnessing their friends torn limb from limb by vile denizens . The players who may be coming will immediately notice that they are much weaker, and that even a simple encounter could be a life threatening struggle.

Getting Started

The best place to start with crimson thread is to sit down with the group and discuss what kind of experience everyone is comfortable with. Narrative style can vary and the horrific and weird experiences that might come out of Crimson Thread could lead to players being uncomfortable or irritable to the loss of their character, at worst it can detract from peoples enjoyment of the session. Some recommended topics to address to your players are:

  • Crimson Thread is meant to be very lethal, and encourage creative problem solving and reward preparation. Players should understand and expect that brash actions may lead to an untimely demise.
  • Player power is typically reduced in the Crimson Thread setting, make sure players know that this will be a less heroic game than typical 5e expectations. You can't expect to take on 15 goblins and win at first or second level. (In fact just 3-4 of them will be a significant challenge) Players familiar with Basic D&D will recognize the player power level to be similar.
  • Crimson Thread is intended to be played without demi-human races such as dwarves, elves, or halflings. This can be changed of course at your DM's discretion.
  • Crimson Thread uses a stress mechanic that represents your characters slowly losing their minds from witnessing the dystopian events that may unfold over the course of an adventure.

A Note on Pronouns

He and She are used interchangeably in this book but no preference to gender is intended. There are assumed to be equal numbers of male and female adventurers within the world of Crimson Thread. The possibility of L.G.B.T. characters is also a likely one, as Crimson Thread is a world which is in many ways very much like our own.





Creation Summary
  1. Roll ability scores
  2. Choose an alignment
  3. Choose a class
  4. Determine starting possessions
  5. Customize

Rolling Ability Scores

To roll your ability score roll 3d6 and determine your attribute bonuses from the following table.

3d6 Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3

Rerolling Attributes &
Swapping Attributes

You may re-roll your attributes if the net modifier (sum of all modifiers) is less than 0.

You may swap the value of one ability score with another you may only do this once.

Roll these scores in order and record them on your character sheet (Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom)

Why is it like this?

By using 3d6 generation and forcing players to swap only one score, it will on average produce a character who has a flaw of some sort. This is in keeping with the setting's desired effect. The average result of this generation method is a character with a 0 net (sum of all scores) modifier.

Description of Ability Scores

  • Charisma: Measures a character's general awe (inspiring, heroic presence), their ability to lead others, how authoritative that leadership may be. It does not represent a character's physical appearance or beauty, nor their personality. (That is up to the player to portray) Charisma is also used in the rolls determining the loyalty and number of retainers a character may hire.
  • Strength: Describes a character's sense of muscular power. It also affects a characters ability to hit in melee combat, open doors that may be stuck, or lift/free heavy objects.
  • Intelligence: This is the aptitude of a character to learn or apply knowledge. Occultists and Plague Doctors cannot cast spells without a minimum intelligence score of 10. It also affects the language skill, as well as if a character is literate. A character with an intelligence of 6 or less is considered to be illiterate.
  • Wisdom: Wisdom is a measure of a character's sense of spirit, their intuition, and willpower. Wisdom is not a judge of a characters decision making ability as this relies on the players choices alone. It is a pre-requisite for the Vestal class, which requires a minimum wisdom score of 10.
  • Dexterity: This ability score represents a character's agility, sense of balance, and general quickness. Dexterity is important to characters who fight and sneak, as it confers a modifier bonus to armor class, as well as enhances the sneak skill. Dexterity also confers a bonus to ranged attack rolls, and initiative rolls.
  • Constitution: Is a representation of a character's toughness, vitality, and stamina. It affects your hitpoints, as well as resistance to poison. It can enhance certain physical exertions such as traveling cross country.

List of Classes

  • Antiquarian: Inquisitive scholar of the ancient.
  • Barbarian: An axe solves all problems.
  • Grave Robber: Masterful explorers of the tombs and catacombs of old.
  • Highwayman: Expertise in firearms and sleight of hand.
  • Man-at-arms: A veteran warrior favoring melee.
  • Occultist: Practicer of the dark arts, yet only to use them against evil itself.
  • Plague Doctor: Accomplished of alchemical brewing and weaponry.
  • Ranger: Masters of the wilderness and survival.
  • Vestal: Pious, faithful, soldiers of god.

Minimum Hit Points

  • Antiquarian: 5
  • Barbarian: 8
  • Grave Robber: 4
  • Highwayman: 4
  • Man-at-arms: 6
  • Occultist: 3
  • Plague Doctor: 3
  • Ranger: 4
  • Vestal: 6

If any character has below these hitpoints, use this value instead of the rolled value.

Reading the Class Entries

In the following pages you will find information on the classes in this game setting. There are some various terms that are used throughout the book that you may not be familiar with.

  • Hit Dice: In Crimson Thread "Hit Dice" refers to the type of dice used to determine your hitpoints at starting and subsequent levels. It is worth noting here that the Antiquarian has different hit dice at level 1 (1d6 instead of 1d4).
  • Attack Bonus: This refers to your basic attack bonus which applies to Melee attacks only. It does not apply to damage, nor does it apply to ranged attacks.
  • Saving Throw: This is a target number which is checked with a d20. You must roll equal to or above this number to succeed.
  • Paralyze: A saving throw that is used for movement based situations, such as being buried alive, breaking free a spiders web, falling down a pit or a set of stairs.
  • Poison: A saving throw that is used for instant-death situations. A failure usually means death or unconsciousness at the lest.
  • Area: A saving throw that is used for Area of Effect damage or circumstances. This might be fleeing an explosion, avoiding a massive rain of arrows, or sidestepping a splash of acid spewing from a trap.
  • Device: This saving throw is related to any magical effect that comes from a device, ring, wand, etc.
  • Magic: This saving throw is related to surviving or resisting the effects of a spell, or innate ability. For example, a fear aura emanating by a terrifying demon.
  • Skills: Skills are checks made to resolve the success or failure of an action. They are determined by rolling one six-sided dice (called a d6) and meeting or rolling less than the value of the skill. (Example: You have 2 Tinker, you rolled a 1, therefore you succeeded) Whenever a skill has a rating of 6, roll two six-sided dice, the skill will only fail if both dice are a 6.

Odds of skill successes

Skill Rating Chance of Success
1 1/6
2 2/6
3 3/6
4 4/6
5 5/6
6 35/36

Antiquarian

Antiquarian
Level Experience Hit Dice Attack Bonus Paralyze Poison Area Device Magic
1 0 1d6 1 14 15 14 12 13
2 1,000 +1d4 1 14 15 14 12 13
3 2,000 +1d4 1 13 14 13 11 12
4 4,000 +1d4 2 13 14 13 11 12
5 8,000 +1d4 2 12 13 12 10 11
6 16,000 +1d4 2 12 13 12 10 11
7 32,000 +1d4 3 11 12 11 9 10
8 64,000 +1d4 3 11 12 11 9 10
9 128,000 +1d4 3 10 11 10 8 9
10 192,000 +1* 3 10 11 10 8 9
11 256,000 +1* 3 9 10 10 8 9
12 320,000 +1* 3 9 10 10 8 9
13 384,000 +1* 3 8 9 10 8 9
14 448,000 +1* 3 8 9 10 8 9
15 512,000 +1* 3 7 8 10 8 9
16+ +64,000/lvl +1* 3 7 8 10 8 9

*Constitution modifers no longer apply to new hitpoints gained.

The Antiquarian's are a rare breed of adventurer. They seek to expand their knowledge of the unknown and amass wealth worthy of a king in the process. They are driven by many motives be it thirst for knowledge, money, or power. The Antiquarian's role in an adventuring party is a queer one. They ensure that no treasure goes unappraised, and are experts in ancient knowledge that may lead to discovery of untold valuables. They also can lend a hand to identifying and mapping the tombs and catacombs as they are explored, helping the party to avoid getting lost in the dark, literally.

Class Features

As an Antiquarian you gain the following class features

Bonuses & Restrictions


  • Fast Track: Antiquarians require the least experience of any class to level up.
  • Cartographer: Antiquarians start with Architect at rank 3.
  • Appraiser: Antiquarians start with Appraisal at rank 3.
  • Skills: Antiquarians gain +1 skill point every two levels.
    (Gain at levels 3 , 5 , 7 , 9 , 11 , 13 and onward )
  • A Journey's Worth: Antiquarians may reduce the stress of their allies when treasure is found on a successful appraisal check.
  • The stress reduced in this manner is equal to 1d6 + 1 stress points per 1,000 sp value of treasure that was appraised. The treasure found must be worth more than 100sp to produce this benefit. For the purposes of appraisal, silver, copper, and gold coins are appraised automatically without a check. Example: Joan the Antiquarian has appraised a diamond worth 3,224 silver pieces, she shares this valuable information with her allies and rolls 1d6 getting a 4. She then adds this to the treasure bonus (4 + 3 (3 because the diamond is worth over 3,000 sp)) totaling 7 stress reduction for her party. A welcome respite!

Barbarian

Barbarian
Level Experience Hit Dice Attack Bonus Paralyze Poison Area Device Magic
1 0 1d10 1 10 9 16 13 13
2 1,800 +1d10 1 10 8 16 12 13
3 3,600 +1d10 2 9 7 16 12 13
4 7,200 +1d10 2 9 6 15 11 13
5 14,400 +1d10 2 8 5 15 11 12
6 28,800 +1d10 3 8 4 15 10 12
7 57,600 +1d10 3 7 3 14 10 12
8 115,200 +1d10 3 7 2 14 9 12
9 230,400 +1d10 4 6 2 14 9 11
10 345,600 +3* 4 6 2 13 8 11
11 460,800 +3* 4 5 2 13 8 11
12 576,000 +3* 5 5 2 13 7 11
13 691,200 +3* 5 4 2 12 7 10
14 806,400 +3* 5 4 2 12 6 10
15 921,600 +3* 5 3 2 12 6 10
16+ +115,200/lvl +3* 5 3 2 11 5 10

*Constitution modifers no longer apply to new hitpoints gained.

The mighty barbarian is a warrior of brute strength. He is at his greatest when in the thick of a melee, his weapon striking terror into any enemies me may encounter. A man once offered a piece of advice to a young Barbarian, and the young Barbarian promptly chopped him in half. Though not all Barbarian's are savages, in-fact many are capable intellectuals and their muscles bely their cleverness.

Class Features

As a Barbarian you gain the following class features

Bonuses & Restrictions


  • Strength: Barbarians gain a +1 to their strength modifier.
  • Shields: Barbarians can never use a shield.
  • Armor: Barbarians can never use plate or half-plate armor.
  • Skills: Barbarians do not gain skill points.

Grave Robber

Grave Robber
Level Experience Hit Dice Attack Bonus Paralyze Poison Area Device Magic
1 0 1d6 1 14 14 13 13 14
2 1,600 +1d6 1 14 14 13 13 14
3 3,200 +1d6 1 14 14 13 13 14
4 6,400 +1d6 1 13 14 13 12 14
5 12,800 +1d6 2 13 13 12 12 13
6 25,600 +1d6 2 13 13 12 12 13
7 51,200 +1d6 2 11 11 10 10 11
8 102,400 +1d6 2 11 11 10 10 11
9 204,800 +1d6 3 11 11 10 10 11
10 307,200 +2* 3 9 10 10 10 10
11 409,600 +2* 3 9 10 10 10 10
12 512,000 +2* 3 9 10 10 10 10
13 614,400 +2* 3 9 10 10 10 10
14 716,800 +2* 3 8 10 10 10 10
15 819,200 +2* 3 8 9 9 10 9
16+ +102,400/lvl +2* 3 7 8 9 10 8

*Constitution modifers no longer apply to new hitpoints gained.

The crafty Grave Robber relies on his skill to keep him alive. Over trial-and-error and raw experience they have learned what to look for, and more importantly what not to look for when dealing with ancient treasures, tombs, and the like. In addition, Grave Robbers have the fastest access to skill points of any class. They are usually well equipped to handle situations that may pop-up during a subterranean delve.

Class Features

As a Grave Robber you gain the following class features

Bonuses & Restrictions


  • Skills: Grave Robbers start with 4 skill points.
  • Skills: Grave Robbers gain +2 skill points per level.

Highwayman ( Highwaywoman )

Highwayman
Level Experience Hit Dice Attack Bonus Paralyze Poison Area Device Magic Bushcraft
1 0 1d6 1 14 14 13 13 14 2
2 1,750 +1d6 1 14 14 13 13 14 2
3 3,500 +1d6 1 14 14 13 13 14 2
4 7,000 +1d6 1 13 14 13 12 14 2
5 14,000 +1d6 2 13 13 12 12 13 3
6 28,000 +1d6 2 13 13 12 12 13 3
7 56,000 +1d6 2 11 11 10 10 11 3
8 112,000 +1d6 2 11 11 10 10 11 3
9 224,000 +1d6 3 11 11 10 10 11 4
10 336,000 +2* 3 9 10 10 10 10 4
11 448,000 +2* 3 9 10 10 10 10 4
12 560,000 +2* 3 9 10 10 10 10 4
13 672,000 +2* 3 9 10 10 10 10 4
14 784,000 +2* 3 8 10 10 10 10 4
15 896,000 +2* 3 8 9 9 10 9 4
16+ +112,000/lvl +2* 3 7 8 9 10 8 4

*Constitution modifers no longer apply to new hitpoints gained.

The simple highwayman possesses a deadly accuracy with ranged weapons and has some knowledge of the wilderness having spent many nights abroad. Not all Highwaymen are bandits seeking to rob the innocent, some are hired as honest workers, guardsmen, and sentries. Those who will extend trust to them will find stalwart traveling companions.

Class Features

As a Highwayman you gain the following class features

Bonuses & Restrictions


  • Traveler: Highwaymen start with bushcraft at rank 2, and gain ranks in bushcraft according to their level.
  • Quick Aim: Highwaymen are automatically considered aiming when using a firearm and attacking into melee combat. (Enemies count at double their chances to be hit, see Aiming for more information.)
  • Quick Load: Highwaymen spend 2 less turns than normal reloading firearms.

Man-at-arms ( Woman-at-arms )

Man-at-arms
Level Experience Hit Dice Attack Bonus Paralyze Poison Area Device Magic
1 0 1d8 1 14 12 15 14 17
2 2,000 +1d8 2 14 12 15 14 17
3 4,000 +1d8 3 13 12 15 14 17
4 8,000 +1d8 4 13 11 13 12 15
5 16,000 +1d8 5 11 11 13 12 15
6 32,000 +1d8 6 11 11 13 12 15
7 64,000 +1d8 7 11 9 11 10 13
8 128,000 +1d8 8 9 9 11 10 13
9 256,000 +1d8 9 9 9 11 10 13
10 384,000 +3* 10 8 8 10 9 11
11 512,000 +3* 10 7 8 10 9 11
12 640,000 +3* 10 6 8 10 9 11
13 768,000 +3* 10 6 6 9 8 9
14 896,000 +3* 10 6 6 9 8 9
15 1,024,000 +3* 10 6 4 9 8 9
16+ +128,000/lvl +3* 10 5 4 8 7 8

*Constitution modifers no longer apply to new hitpoints gained.

The Man-at-arms is one of the few classes that sees their combat as their primary focus. They gain a steady attack bonus and have meaningful saves against all but magic based attacks. Any group without a Man-at-arms would be incomplete to say the least! Although the Barbarian can fill in a pinch, no one can strike with the finess and skill that a Man-at-arms boasts.

Class Features

As a Man-at-arms you gain the following class features

Bonuses & Restrictions


  • Attack Bonus: Men-at-arms gain attack bonuses as they increase in level all the way to +10.
  • Born in Steel: Men-at-arms do not suffer the -2 penalty for attacking in the same turn you have drawn a weapon.

Occultist

Occultist........................................................................................................................Spells Known
Level Experience Hit Dice Attack
Bonus
Paralyze Poison Area Device Magic 1 2 3 4 5 6 7 8 9
1 0 1d4 1 13 13 15 13 14 1
2 2,100 +1d4 1 13 13 15 13 14 2
3 4,200 +1d4 1 13 13 15 13 14 2 1
4 8,400 +1d4 1 13 13 15 13 14 2 2 1
5 16,800 +1d4 1 11 11 13 11 12 3 2 2
6 33,600 +1d4 1 11 11 13 11 12 3 2 2 1
7 67,200 +1d4 1 11 11 13 11 12 3 3 2 1
8 134,400 +1d4 1 11 11 13 11 12 4 3 3 1 1
9 268,800 +1d4 1 9 9 11 9 9 4 3 3 2 1
10 403,200 +1* 1 9 9 11 9 9 4 4 3 2 1
11 537,600 +1* 1 9 9 11 9 9 5 4 4 2 2 1
12 672,000 +1* 1 9 9 11 9 9 5 4 4 3 2 1 1
13 806,400 +1* 1 7 7 9 8 6 5 5 4 3 2 2 1
14 940,800 +1* 1 7 7 9 8 6 6 5 5 3 3 2 1 1
15 1,075,200 +1* 1 7 7 9 8 6 6 5 5 4 3 3 2 1 1
16+ +134,400/lvl +1* 1 6 6 6 5 4 6 6 5 4 3 3 2 2 1

*Constitution modifers no longer apply to new hitpoints gained.

The misunderstood Occultist is one of the few who would turn to use the dark arts and mold it into a weapon against evil itself. They are often viewed as harbingers of destruction, and few common folk understand their motives, instead choosing to fear and prejudice against them. Most Occultist's take care to conceal their powers unless the situation demands it be revealed.

Class Features

As an Occultist you gain the following class features

Bonuses & Restrictions


  • Intelligence: You must have at least 10 intelligence.
  • Spell Caster: Occultists have access to spells.
  • Vulnerable to Shadow: When a companion dies in their view, Occultists suffer an extra 5 stress points.
  • Spell Focus: Occultists must have a spell focus in one of their hands to cast their spells safely, doing so without a focus can lead to uncontrollable results. (randomize target, large sized creaturse count as two, huge creatures count as four, gargantuan creatures count as eight)
  • Equipment: You start with a spell focus (A skull with an embedded gem, a grimoire, a wand of bone etc.)
  • Unpredictable Gifts: Occultists do not memorize or prepare spells, instead these spells are acquired randomly by rolling on the appropriate level chart each time a new spell is acquired. These spells are considered part of the caster, and not written or carried anywhere on his person or otherwise.

Occultist's Grimoire

1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
 
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
 
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
 
9th Level
  • Spell A
  • Spell B
  • Spell C

Plague Doctor

Plague Doctor.............................................................................................................Draughts Per Day
Level Experience Hit Dice Attack
Bonus
Paralyze Poison Area Device Magic 1 2 3 4 5
1 0 1d4 1 13 13 15 13 14 2
2 1,750 +1d4 1 13 13 15 13 14 2 1
3 3,500 +1d4 1 13 13 15 13 14 3 1
4 7,000 +1d4 1 13 13 15 13 14 3 2 1
5 14,000 +1d4 1 11 11 13 11 12 4 2 1
6 28,000 +1d4 1 11 11 13 11 12 4 3 2 1
7 56,000 +1d4 1 11 11 13 11 12 5 3 2 1
8 112,000 +1d4 1 11 11 13 11 12 5 4 3 1 1
9 224,000 +1d4 1 9 9 11 9 9 6 4 3 2 1
10 336,000 +1* 1 9 9 11 9 9 6 5 4 2 1
11 448,000 +1* 1 9 9 11 9 9 7 5 4 2 2
12 560,000 +1* 1 9 9 11 9 9 7 6 5 3 2
13 672,000 +1* 1 7 7 9 8 6 8 6 5 3 2
14 784,000 +1* 1 7 7 9 8 6 8 7 6 3 3
15 896,00 +1* 1 7 7 9 8 6 9 7 6 4 3
16+ +112,000/lvl +1* 1 6 6 6 5 4 9 8 7 4 3

*Constitution modifers no longer apply to new hitpoints gained.

The Plague Doctor is a strange one. They spend most of their time cooped up in hidden alchemical labs experimenting with the effects of various alchemies on flesh, bone, and blood. They have developed hidden formulae which are powerful and dangerous all the same. Using careful technique they can be applied to benefit against the forces of evil.

Class Features

As a Plague Doctor you gain the following class features

Bonuses & Restrictions


  • Intelligence: You must have at least 10 intelligence.
  • Alchemist: Plague Doctors gain access to "Draughts" which are spell like effects which can be stored in a potion or vial.
  • Make it Count: The Plague Doctor gets a +6 to hit when using an Alchemical weapon if he aimed in the previous round.
  • But it's not a Missile: Just like Missile weapons, the Plague Doctors Draughts and Elixirs, if thrown, are subject to the penalties for firing into Melee. They suffer equal chances to hit allies and enemies, although aiming does reduce the chance of hitting allies as normal.
  • Throwing Arm: Plague Doctors need one hand free to use a Draught or Elixir.
  • Elixirs: Plague Doctors may brew special Elixirs from the list available to them.

Elixirs

Plague Doctors have long since practiced the art of Alchemy. Plague Doctors may attempt to create any of the below Elixirs given the have the funds and time to do so.

Plague Doctor Elixirs

Formula Component Cost Time (days) Effect
Dragon's Breath 1500 sp 6 3d12 magic fire damage
Quicksilver 500 sp 2 2d12 silver magic damage, or treat a steel weapon as silvered for 1d6 hours.
Ox 1000 sp 4 Character gains +3 temporary strength modifier for 1d6 hours
Shadeleaf 750 sp 2 Character gains invisibility for 10 minutes
Greater Blight 600 sp 3 1d12 poison damage, must make a poison saving throw or death.
Stonetouch 500 sp 2 1d10 magic damage, must make a paralysis saving throw
Firefly 400 sp 2 1d8 magic damage & a blinding explosion (magic save), if consumed emit bright light 30' for 1d6 hours.
Salamander 300 sp 1 1d8 fire damage, area save each round or burns for 1d6 damage.
Stag 200 sp 1 1d8 temporary hitpoints lasting 10 minutes.
Owl 150 sp 1 User becomes hyper-aware of sounds for 1d6 turns. On a failed magic saving throw they temporarily lose the ability to speak during this effect.
Blight 75 sp 0.5 1d6 poison damage, must make a poison saving throw or 1d6 extra damage.
Beast 500 sp 0.5 Effect is permanent unless user makes a magic saving throw, transforms into a beast (or some grotesque death of DM's choosing if save is failed) for 1d6 turns.
Formula Component Cost Time (days) Effect
Bat 250 sp 0.5 User gains blindsight for 10 minutes. (Can see in total darkness)
Newt 550 sp 2 User rapidly regrows up to 1d4 limbs over 10 minutes (painfully). After 10 minutes they heal for 1d8 + 4 hitpoints of damage. The old limbs wither and fall off.
Tadpole 75 sp 0.25 User gains a set of gills for 1d6 turns, but cannot breath above water until the gills fade.
Saltpeter 25 sp 0.25 This volatile concoction explodes for 1d6 non-magical damage, there is a 1 in 6 chance that it will explode in the user's hand when thrown. Area save is allowed to avoid the damage.

Unless otherwise specified all Elixirs that deal damage are treated as a ranged attack.
















Salamander's Elixir












Firefly's Elixir

Draughts

A Plague doctor must rest for six continuous hours before preparing Draughts. After resting, the Plague doctor must send a number of hours preparing equal to the highest level Draught being prepared. Draughts remain prepared until they are used. The same Draught can be prepared multiple times. The Plague doctor's class chart gives the maximum number of Draughts that can be prepared at each level and the Plague doctor can never have more than this number prepared at one time. Plague doctors cannot prepare Draughts without access to an Alchemist's Kit, and a vial to hold the Draught.

1st Level
  • Cauterizing
  • Emboldening
  • Smoldering
  • Warding
2nd Level
  • Bleeding
  • Clarifying
  • Suffocating
3rd Level
  • Blinding
  • Hemorrhaging
  • Tangling
4th Level
  • Blazing
  • Evaporating
  • Vivifying
5th Level
  • Purging
  • Cleansing
  • Shielding
First Level

Cauterizing

Plague Doctor 1


  • Casting Time: 1 Action
  • Range: Touch, Self
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

This potion burns the user's insides, turning wounds to ash. It stops bleeding in a pinch but leaves a nasty scar. Target creature heals 1 + 1/2 Caster Level hitpoints.

Emboldening

Plague Doctor 1


  • Casting Time: 1 Action
  • Range: Touch, Self
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

Salts emulsified in rare oils give the target creature a moment of sudden peace amongst calamity. Target creature removes 1d6 + Caster Level stress points.

Smoldering

Plague Doctor 1


  • Casting Time: 1 Action
  • Range: Ranged Attack 30' / 50' / 70'
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

This potion explodes in a violent reaction creating thick boiling tar. It burns the target creature for 1d6 fire damage.

Warding

Plague Doctor 1


  • Casting Time: 1 Action
  • Range: Touch, Self
  • Components: Alchemist's Kit, Vial
  • Duration: 1d6 rounds

This potion when poured over the target, creates a warding field that adds 1 AC for the duration. This AC bonus does stack with armor. This AC does apply for surprise attacks.

Second Level

Bleeding

Plague Doctor 2


  • Casting Time: 1 Action
  • Range: Ranged Attack 30' / 50' / 70'
  • Components: Alchemist's Kit, Vial
  • Duration: Continuous

This potion erodes the targets skin and causes severe bleeding. This has no effect on creatures without blood. Target creature must pass a magic saving throw, it takes 1d4 damage every round until it succeeds.

Clarifying

Plague Doctor 2


  • Casting Time: 1 Action
  • Range: Touch, Self
  • Components: Alchemist's Kit, Vial
  • Duration: 1 hour

This potion grants target creature 1 hour of mental clarity. This spells effect is consumed after target creature makes a skill check, or falls unconscious. This spell grants a +3 competency bonus on any skill check that target creature makes.

Preparation of Draughts

It's worth noting that you must have an Alchemist's kit to prepare Draughts, but once they are prepared they are stored within small easy to transport vials or bottles, and you don't need the kit to "cast" them after preparing them.

Suffocating

Plague Doctor 2


  • Casting Time: 1 Action
  • Range: Ranged Attack 30' / 50' / 70'
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

Target creature is engulfed in a cloud of toxic smoke, suffering 1d6 damage and falling unconscious if it fails a poison saving throw. Otherwise this spell has no effect.

Third Level

Blinding

Plague Doctor 3


  • Casting Time: 1 Action
  • Range: Ranged Attack 30' / 50' / 70'
  • Components: Alchemist's Kit, Vial
  • Duration: 1 round

This potion explodes violently, filling a room that is at least 10' by 10' with acidic powder. Any creatures caught in the room take 1d4 + Caster Level acid damage, and must make a magic saving throw or become blinded for 1 round. This spells effect will not penetrate stone, wood, or other materials. If the room is larger than 10' by 10' this spell fills a 10' by 10' area centered around the target.

Mimicry

Plague Doctor 3


  • Casting Time: 1 Action
  • Range: 30' + 10'/level
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

This strange silvery Draught oozes to a target location and vibrates like a speaker. Creating a sound desired by the Plague Doctor. It can be centered anywhere within range. Creatures are allowed to make a saving throw versus Magic to realize that the effect is illusory, but only if they are actively attempting to disbelieve the sound.

Tangling

Plague Doctor 3


  • Casting Time: 1 Action
  • Range: Ranged Attack 30' / 50' / 70'
  • Components: Alchemist's Kit, Vial
  • Duration: 1d6 rounds

This Draught coagulates into thick ropey vines of viscous black liquid. Target creature must pass a Paralyze saving throw or it loses half of it's movement speed.

Fourth Level

Blazing

Plague Doctor 4


  • Casting Time: 1 Action
  • Range: Ranged Attack 30' / 50' / 70'
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

The vial of this potion explodes in a horrendous ball of fire, dealing 3d6 fire damage to target creature. Any adjacent creature must make an Area saving throw or take 2d6 fire damage.

Evaporating

Plague Doctor 4


  • Casting Time: 1 Action
  • Range: Ranged Attack 30' / 50' / 70'
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

This potion contains a terrifying acid that is capable of melting metal, and man alike. It deals 1d12 + Caster Level acid damage to the target creature. Target creature must pass a magic saving throw or a piece of it's equipment is destroyed (GM Choice).

Vivifying

Plague Doctor 4


  • Casting Time: 1 Action
  • Range: Self, Touch
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

This Draught creates a healing effect, soothing the bodies aches and enhancing natural healing. Target creature regains 1d4 + Caster Level of it's hitpoints, alternatively this spell can be used to remove one temporary negative condition instead of restoring lost hitpoints. For example, if a creature is paralyzed, stunned, or blinded for a set period of time, then this spell will remove any one of those conditions. It will not work on permanent conditions.

Fifth Level

Purging

Plague Doctor 5


  • Casting Time: 1 Action
  • Range: Touch, Self
  • Components: Alchemist's Kit, Vial
  • Duration: 1d6 rounds

This Draught fills the target creature with massive electrical energy, adding 1d20 lightning damage to that creatures melee, missile, or firearm attacks for 1d6 rounds. There is a chance that target creature might explode with so much energy coursing through it, on a lightning damage roll of 20 target creature must make a magic saving throw, if it fails it explodes in a horrendous fashion.

Cleansing

Plague Doctor 5


  • Casting Time: 1 Action
  • Range: Touch
  • Components: Alchemist's Kit, Vial
  • Duration: Instant

This Draught can bring back a creature who recently died due to failing a poison saving throw. It must have died within the last 1 turns (10 minutes). Target creature may attempt the poison saving throw again, and if it fails it is still dead. Cleansing Draught may not be used multiple times to grant additional attempts beyond the first casting. If target creature succeeds it returns to life with 0 hit points.

Shielding

Plague Doctor 5


  • Casting Time: 1 Action
  • Range: Touch, Self
  • Components: Alchemist's Kit, Vial
  • Duration: 2d6 rounds

This Draught creates a powerful negative energy-field around the target creature. The target creature gains a +4 bonus to AC for the duration, it does stack with armor bonuses. This AC does apply when surprised.

 

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