Can a character purchase vaccinations that would render them immune to certain natural diseases? Magical causes notwithstanding, how difficult would it be to find an alchemist that could craft and administer a vaccine to immunize the PC against local sicknesses?
Since I'm currently playing Tomb of Annihilation, my example would be getting treated in order to avoid the hassle of accounting for insect repellent. But the benefit of a vaccine in any scenario would obviously be useful.
RAW there are no rules for vaccines. D&D is mostly based on a pseudo middle ages Europe before vaccines were available, so I wouldn't expect an alchemist to be of much help. A spell to protect from disease would be much more likely, but of course go with whatever works for your story.
It would depend on how medically advanced you see the setting.
The roman empire was fairly advanced in medical practices (compared to medieval Europe), for much of their practices they didn't totally understand why stuff worked (as we do in the modern world) only that it did work.
I could see some kind of elixir (something that lasts hours) in many D&D settings, the question more is would magic just be a cheaper and more effective alternative.
At the end of the day it is really up to If the group wants such a thing, then it exists (Adventure League may alter that however).
Can a character purchase vaccinations that would render them immune to certain natural diseases? Magical causes notwithstanding, how difficult would it be to find an alchemist that could craft and administer a vaccine to immunize the PC against local sicknesses?
Since I'm currently playing Tomb of Annihilation, my example would be getting treated in order to avoid the hassle of accounting for insect repellent. But the benefit of a vaccine in any scenario would obviously be useful.
Good idea, up to the GM to make it happen. I smell a quest to acquire the needed materials =)
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RAW there are no rules for vaccines. D&D is mostly based on a pseudo middle ages Europe before vaccines were available, so I wouldn't expect an alchemist to be of much help. A spell to protect from disease would be much more likely, but of course go with whatever works for your story.
It would depend on how medically advanced you see the setting.
The roman empire was fairly advanced in medical practices (compared to medieval Europe), for much of their practices they didn't totally understand why stuff worked (as we do in the modern world) only that it did work.
I could see some kind of elixir (something that lasts hours) in many D&D settings, the question more is would magic just be a cheaper and more effective alternative.
At the end of the day it is really up to If the group wants such a thing, then it exists (Adventure League may alter that however).
- Loswaith