Secluded in a sterile laboratory, a man sweats nervously as he mixes several volatile compounds into a single vial no larger than a finger. His breath catches as the mixture turns a virulent green and foams, then calms as the reaction ends almost as swift as it began. He stoppers the vial, and marks it with a piece of parchment upon which is written "Medicine". Washing his hands, he collects his compounds and another vial, beginning the process once more.
Chirurgeons rush across the makeshift hospital, tending to the ailments of the wounded, and making the deaths of those beyond help as painless as possible. As night falls, a furtive figure steals into the tents, collecting vials of blood, strips of flesh, even organs as she weaves between the cots of the living and the dead. Days later, as a storm rages outside, she completes the final stitches on a figure splayed on a table, scratching notes into a well worn journal. She raises an iron rod, and mere moments later lightning strikes, bringing life to
the amalgamation of flesh and bone she has created.
Ducking the hail of spears and arrows, a woman hastily stitches a wound, paying no mind as to how elegant her work is, seeking only to stop the bleeding and move on as swiftly as possible, saving lives in a rush at the front lines. As she finishes her simple work, a cry rings out for a medic. Her face sets, the fatigue and stress replaced by a single grim smile and another sprint to a soldier in need.
Expert Healers All
Though the way a physician practices their trade may differ from person to person, all physicians carry in them a deep understanding of the body and its mechanics, and can recognize and treat even the most terrible of diseases. Though the exact nature of their knowledge and the way they acquired it might vary by region or nationality, ultimately all physicians are expert scientists and menders of flesh. From the lowliest apothecary to the chirurgeon to a king, a physician can always be counted on to be a master of curative prowess.
Helping Hand
A physician's primary duty is to provide aid, largely regardless of who asks for it. It is for this reason that many physicians swear an oath to "Do no harm", taking their profession to heart and being a healer and never one who harms. Still, other physicians might have no qualms about ending the life of an evil individual, or exploiting the less fortunate by holding their skills for ransom. Such physicians are almost universally abhored, and were it not for the necessity of their skill, they would likely be imprisoned or executed.
Creating a Physician
It is sometimes said that a physician is not made, but is born. Possessed of a desire to know more about the body and the mechanics therein, a physician spends years learning the tools of their trade, and masters the chemical reactions necessary to provide healing without dabbling in petty magicks.
When creating a physician, consider how they learned what they have. Did they stumble upon their knowledge by experimentation, allowing trial and error to guide them into their uncanny knowledge of anatomy? Or were they trained by a physician themselves, learning the proper way to do things at the hands of a wiser and more learned individual? Did they learn the proper precautions the hard way, or was
their a steadier hand to guide them along the path of safety? Consider these questions, and the questions of how they ply their trade now. Some physicians do their work for a profit, charging exorbitant rates for even the most simple of curatives. Yet others practice their work and charge nothing, stating that it is simply their duty to help others.
Because of their fundamental belief in the laws of medical science, physicians tend towards lawful alignments. They can be either good or evil, though very few evil physicians ever last long on their own, instead working as members of crime networks or as associates to cults. Good aligned physicians are loved and accepted in most any civilized society, though more superstitious regions might consider what they do to be magical or unnatural.
Quick Build
You can make a physician quickly by following these suggestions. First, Intelligence should be your highest score, followed by Wisdom. Second, choose either the Sage or Scholar backgrounds.
Physikker's Skill
A physician is first and foremost a healer, and is capable of
using their tools to the fullest extent. Starting at level one,
you may use a single charge from a Healer's Kit as an action
to heal a number of Hit Points equal to your Level times your
Intelligence Modifier(minimum 1). You are also proficient in
the Medicine Skill, and may add twice your proficiency bonus
to your Medicine skill when using your Healer's Kit.
Mobile Pharmacy
Being an expert healer means knowing what herbs,
chemicals, and supplements need to be used for your work.
You know where to look for the necessary ingredients to
restock your Healer's Kits. At the end of every long rest, you
regain a number of charges to your Healer's Kit equal to your
Intelligence Modifier, provided you still have at least one
charge remaining in your Kit. If there are no charges
remaining, you can scrounge for materials by making a DC
15 Survival check, and craft a new Healer's Kit with half the
maximum charges.
Private Practice
While all physicians practice the same basic techniques, they
pursue very different paths of study on their own. At second
level, you choose which practice you would like to study from
the Medico, Apothecary, or the Corprus paths.
Anatomical Advice
Your knowledge of anatomy extends beyond your own form,
and you have learned to apply that knowledge to beings that
may not share anatomy with you. As an action, you can study
a target, making a Medicine skill check with a DC equal to
the target's Constitution score. On a success, you may
grant a single ally within 60 feet advice on how to better
strike the target, giving them an additional 1d4 to be used on
an attack or damage roll. This die increases to a d6 at sixth
level, a d8 at tenth level, and a d10 at fourteenth level. Once
used, you may grant another ally Anatomical Advice. This
ability is usable a number of times per long rest equal to 1 +
your Intelligence Modifier. This ability will also allow a rogue
to utilize their Sneak Attack feature when they would
normally be unable to.
Trauma Control
The battlefield can be a dangerous place, and sometimes dire
wounds are struck, with seemingly little chance of recovery.
Starting at level four, whenever you use a Healer's Kit to
stabilize an unconscious creature, they are automatically
stabilized without needing to roll a Medicine check, and it no
longer expends a usage of your Healer's Kit. Whenever you
use your Physikker's Skill on an unconscious target, you also
grant temporary Hit Points equal to your Intelligence
modifier.
Emergency Transfusion
Sometimes just application of medicines doesn't quite do the
job. Starting at fifth level, you may use an action to begin a
blood transfusion with a target within 5 feet of you. During
this time, you and the target are considered to be restrained,
and remain thus until you end the transfusion. While
transfusing, you choose a number of Hit Points to heal the
target for, and take damage equal to the amount you healed.
For every 35 Hit Points healed in this way, you must succeed
a DC 15 Constitution save or take one level of exhaustion.
Medicinal Rationing
You've mastered the art of applying medicines to a point
where you are able to use your Healer's Kits for much longer.
Starting at seventh level, your Healer's Kits have an additional
5 charges to them. This amount increases to 10 additional
charges at thirteenth level, and 15 additional charges at
seventeenth level. You also ration your potions, and can get 2
doses from any potions you imbibe.
Medicinal Fog
Being able to heal a single individual at a time is good and all,
but occasionally a group must be healed as a whole. You've
managed to concoct an aerosolized form of your medicines,
and can disperse them as an action. Starting at ninth level,
you may use an action to spend a number of charges no
greater than your Intelligence modifier from your Healer's Kit
to create a cloud of healing spray. You can heal a number of
Hit Points equal to your Intelligence modifier times twice
your level, divided among a number of creatures within 30
feet of you equal to the number of charges spent.
Procedural Triage
Your skill at administering aid on the fly has allowed you to
apply quick fixes without utilizing the full extent of your
healing capabilities. Starting at eleventh level, you may use
your Physikker's Skill to heal half of your maximum total
without spending a charge from your Healer's Kit. This ability
is usable a number of times per long rest equal to your
Intelligence modifier.
Anatomy Lecturer
Your skill at advising your allies on the best ways to dismantle
your foes has reached it's peak. Starting at eighteenth level,
whenever you use your Anatomical Advice ability, the range is
increased to 60 feet, and you may grant Advice as a bonus
action on subsequent turns. You also regain all spent uses of
your Anatomical Advice on a short rest.
Revitalize
Your healing prowess is perfected to the point where even
death is a simple matter to cure. At level twenty, you may
expend 5 charges from your Healer's Kit to restore life to a
creature that has been dead for no longer than 4 hours. You
may expend additional charges to increase the amount of
time the target has been dead by one for each charge spent.
Private Practices
As a physician, your life is one of mastery over the healing
arts. To that extent, you hvae dedicated your life to studying a
particular skillset of medicine to further your abilities. Some
physicians practice the life of the Medico, seeking to heal
those wounded on the field of battle while fighting
alongside them. Others choose the life of an Apothecary,
studying chemical reactions and creating powerful medicines
and stimulants for their patients. Yet others practice the art of
the Chirurgeon, seeking to learn the truth of mortal
physiology. Each Practice has its merits and place in society,
though some civilizations may be more accepting of some
than others.
The Medico
Found on the front lines of battle, the medico is a fearless
healer and occasional combatant when it becomes
unavoidable. Brave beyond measure, the medico risks life and
limb ensuring that his comrades return home safe and sound.
War DoctorWar Doctor
Whenever you take the Medico practice, you become
proficient with all simple weapons, shortswords, and medium
armor.
Slapdash Treatment
Speed is imperative on the front lines. Starting at second
level, you may use your Physikker's Skill ability as a bonus
action, healing half the normal amount. Additionally,
whenever you take the Dash action, any opportunity attacks
you incur are taken at Disadvantage.
Exploitative Advice
At level six, whenever you use your Anatomical Advice to
grant an ally your bonus die, you may also choose to nullify
one physical resistance that the target may have. This does
not effect elemental resistances, and overrides resistance
that the target might have against nonmagical piercing,
bludgeoning, or slashing damage.
Wartime Ministrations
The battlefield is a hellish place, and even the most seasoned
of veterans can fall prey to it's predations. Starting at tenth
level, you may use a charge from your Healer's Kit to remove
one of the following conditions as an action: Charmed,
Frightened, Blinded, Deafened, Poisoned, or Paralyzed.
Rapid Restoration
Your skills at swiftly applying restoratives in the heat of the
moment has reached its peak. Starting at fourteenth level,
whenever you use your Physikker's Skill in conjunction with
your Slapdash Treatment to heal as a bonus action, you may
expend an additional charge to instead heal the full amount.
You may also now use your Wartime Ministrations as a bonus
action.
Anatomical Intimacy
Your awareness of an opponent's weaknesses and frailties
has grown to a point where you know how to overcome even
their immunities. At fourteenth level, whenever you use your
Anatomical Advice, you may also choose to change the
target's immunity to slashing, piercing, or bludgeoning from
nonmagical weapons into resistance to slashing, piercing, or
bludgeoning damage. You cannot then nullify it with
Exploitative Advice.
The Apothecary(WIP)
Apothecaries are chemists at heart, mixing their
conconctions and hoping that their knowledge of anatomy
prevents the mixtures from being incredibly harmful. The
best apothecaries are capable of brewing masterful potions
that increase strength exponentially while keeping your
intellect intact and whole.
Snakeblood
Being an apothecary means being exposed to chemicals and
brews that could poison those with lesser constitutions.
Whenever you take this practice at second level, you become
resistant to poison damage, and make saves against poison at
advantage.
Pharmaceutical Concoctions
An apothecary's skill lies in being able to craft special
medicines and toxins. Whenever you take this practice at
second level, you gain proficiency with Alchemist's Supplies.
You may also expend a charge from your Healer's Kit as an
action to create a special medicine to either aid an ally or
hinder a foe.
There are three forms of potion available to an apothecary:
Fortifiers, Restoratives, and Toxicants. Fortifiers enhance the
abilities of the creature that imbibes them, Restoratives aid in
the healing of wounds, and Toxicants are used to poison
those who drink them. Whenever you use your Pharaceutical
Concoctions ability, you select what kind of potion you would
like to craft, then choose an effect from the Pharaceutical
Concoctions table.
However, since your crafting is done swiftly, and due to the
guesswork involved in creating a potion that won't cause a
fatal overdose or be to weak to have effect, your potions come
with Side Effects. When choosing the main effect of your
potion, you also make a roll on the Side Effects table for the
type of potion you chose.
Your potions apply their effects for a period of one minute.
If a creature imbibes another of your potions during this time,
the primary effect of the initial potion ends, though the side
effect continues, or comes into effect. If this side effect would
nullify the effects of the second potion by causing
disadvantage or vulnerabilities, the second potion is rendered
useless with the side effect, immediately causing the second
side effect to occur.
Potent Draughts
Your skill with creating your Concoctions has grown by leaps
and bounds. Starting at level six, whenever you use your
Pharmaceutical Concoctions ability, you may spend an
additional charge from your healers kit to select a primary
effect from the Potent Draughts table in addition to the initial
effect . However, due to the inherent risks of mixing medicinal
brews on the fly, you now roll on the Potent Side Effects table
when determining side effects. Potions crafted using this
ability last until your next short rest.
Universal Healthcare
Your time at handing out potions and medicinals has lead you
to a new method of potion rationing. Starting at tenth level,
your Medicinal Rationing ability allows for any potions you
craft to be used twice. Additionally, whenever you partake of a
potion, whether craffted by yourself or not, you get an
additional usage from it, for a total of 3 uses per potion you
imbibe.
Standardized Medications
Though the techniques are still done in haste, your constant
doping of your allies has given you insight into both their
physiologies and your own. Starting at fourteenth level, you
choose a number of creatures equal to your intelligence
modifier. For these creatures, the Side Effects of a potion are
rolled as if they were a step below on the Side Effects table.
For example, a Potent Draught crafted for a chosen ally
would have a side effect determined by rolling on the
Pharmaceutical Concoction table instead of the Potent Side
Effects table. Once chosen, these creatures remain your
chosen creatures permanently.
Additionally, any potions you craft for yourself have side
effects determined as if the potion were crafted two levels
lower.
Apothecary Apotheosis
Your skill at creating medicinal brews is unparallelled, and
you now craft potions of incredible potency and duration. At
fourteenth level, you may spend a total of three charges from
your Healer's Kit to craft a Perfect Potion. Whenever you
craft a Perfect Potion, you choose an effect from the Perfect
Potion list, the Potent Draught list, and the Pharaceutical
Concoction list, and roll for Side Effects on the Perfect
Potion Side Effects table. Potions crafted this way last until
the end of your next long rest when taken.
The Chirurgeon
The Chirurgeon is a master at operating on and modifying
the bodies of their patients. They belive that the truth of
mortal physiology can be unoocked by extensive surgery and
practice at reworking the physical forms of their patients.
Master Chirurgeons are capable of causing incredible change
in their patients, such that they become unlike any member of
their race.
Surgical Technician
A chirurgeon must be skilled with the tools and practices of
their trade. Whenever you take this Practice, you become
proficient with a special set of tools known as Surgical Tools.
This tool kit has 10 charges, and you expend a minimum of 1
charge with it whenever you use an ability from this Practice.
Whenever you gain increased charges from your Medicinal
Rationing ability, your number of charges available in your
Surgical Tools kit also increases. Any charges spent from
your Surgical Tools kit remains spent until you undo the
surgery you spent the charges for.
Face Sculptor
Your first forays into surgery are mostly cosmetic, allowing
you to change small portions of the patients appearance
temporarily. Starting at second level, you can expend a charge
from your Surgical Tools to grant your patient advantage on a
chosen Charisma skill check for a number of hours equal to
your Intelligence modifier. This surgery takes 1 hour to
perform.
Simple Procedures
Your skills with the scalpel have grown, and you are now
comfortable enough with your tools to begin making simple
modifications to the bodies of your patients. Starting at sixth
level, you may expend a charge of your Surgical Tools, you
can perform a surgery on your patient. To produce the chosen
effect, you must succeed on a DC 5 Wisdom(Medicine) skill
check using your Surgical Tools. If you fail, the charge is
spent anyways, and remains spent until the end of your next
long rest. You are limited by the number of surgeries you can
perform on a single creature. A creature may have no more
surgical procedures performed on it greater than their
Constitution Modifier. Simple Procedures take a number of
hours to complete equal to the patient's Constitution modifier
minus your Intelligence modifier, to a minimum of one hour.
The available procedures are as follows: