What is it?
The Doctor’s Handbook is a supplemental rulebook for Dungeons and Dragons, which adds a new class, lore, and a simple wound management system. The intention of the book is to look into some areas of the game that are currently underrepresented and give those areas some love by trying out new and innovative ways to play your character. Lastly, the book is meant to work together with Crit Cards, but can also function as a standalone.
What’s inside the book?
Inside the book you will find lore on all of our new doctor subclasses and the Doctor’s guild, which is the foundation of all certified doctors. The Doctors’ Guild also oversees the Guild Emporium; a place for all doctors to purchase upgrades to their gear and practice. The Guild Emporium often ends up being the doctors primary source for getting upgrades, since their needs are so unique.
Inside the book you will find lore on all of our new doctor subclasses and the Doctor’s guild, which is the foundation of all certified doctors. The Doctors’ Guild also oversees the Guild Emporium; a place for all doctors to purchase upgrades to their gear and practice. The Guild Emporium often ends up being the doctors primary source for getting upgrades, since their needs are so unique.
The book will, of course, also include rules for the doctor class as a playable class and a non-playable class. The doctor class has a unique and new playstyle that also has rules for starting a doctor’s practice. Each doctor subclass has their own specialized practice which adds to the roleplaying experience, and gives you other interesting boons. With their Guild provided bag, doctors can bring their practice with them on adventures. This is possible because the doctor’s bag has an extra dimensional space inside the lower compartment that functions as the doctor’s practice.
The book contains a lot more, such as sample background stories for each subclass, and simple rules on how to manage sickness, diseases, and infections, especially in relation to Crit Cards wounds. Speaking of Crit Cards, the book will also provide interesting and amusing suggestions on how to ameliorate the damage caused by the cards. Lost a hand?!? No worries, the blacksmith can fix you up with something good. Depending on your budget, of course.
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