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Physician by LordStrifeDM


Hit Points

Hit Dice: d6 per Physician by LordStrifeDM level
Hit Points at first Level: 6+con mod
Hit Points at Higher Levels: 1d6+con mod (or 3+con Mod)

Proficiences

Armor: Light
Weapons: Club, Dagger, Dart, Handaxe, and Quarterstaff
Tools: Healer's Kit and Herbalism Kit
Saving Throws: Intelligence and Wisdom
Skills: Pick two from the following: History, Insight, Investigation, Nature, Survival

Overview & Creation

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.


Class Features

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.


Starting Equipment

  • (a) dagger (b) quarterstaff or (c) club
  • Leather Armor
  • Healer's Kit
  • (a) Explorer's Pack or (b) Scholar's Pack

 


Subclass Options

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:

  • Subdermal Weave: The creature gains resistance to a single form of nonmagical physical attack(piercing, bludgeoning, or slashing)
  • Muscular Augmentation: The creature gains advantage on all Athletics and Acrobatics skill checks, and increases their carrying capacity by 150 pounds.
  • Reflex Amplification: The creature makes Initiative rolls at advantage, and increases their Movement by 5.
  • Circulatory Improvements: The creature gains a number of temporary hit points on a long rest equal to their Constitution Modifier.
Under the Knife
Your practice at cutting up patients and putting them together has grown prodigiously enough that you're now capable of even greater implants and operations. Starting at tenth level, you may spend 3 charges from your surgical tool kit to create one of the following effects. To be succesful, you must pass a DC 10 Wisdom(Medicine) check with your Surgical Tools, or the surgery fails and your charges remain spent until your next long rest. A moderate operation takes a number of hours to complete equal to the patient's Constitution modifier.
  • Subdermal Meshing: The creature gains resistance to nonmagical slashing, piercing, and bludgeoning damage.
  • Shine Job: The creature gains Darkvision to a distance of 60 feet, or to 120 feet if they alreaady had the Darkvision feature.
  • Muscular Intensifiaction: The creature may add twice their proficiency bonus to Athletics and Acrobatics, and gains advantage on skill checks involving either skill. Additionally, their carrying capacity is doubled.
  • Natural Weaponry: The creature gains either a Bite, Claw, or Gore attack, dealing 1d8 nonmagical slashing or piercing damage on a successful strike.
  • Adrenal Amplification: The creature's Movement increases by 15. Additionally, they may Dash as a bonus action.
  • Metabolic Enhancements: The creature's Maximum Hit Points inrease by an amount equal to their Constitution Modifier plus the number of Hit Dice they have, and grants them 1 additional maximum hit point per level.
Surgical Expertise
Your skills as a surgeon have grown into a mastery of your craft. Starting at fourteenth level, you may use your Medicine skill in conjunction with your Surgical Tools to reattach severed limbs and reapir destroyed organs. You also may add Intelligence modifier to Wisdom(Medicine) checks made with your Surgical Tools.
Master Surgeon
You have grown your skills to a point where you are able to perform major operations on a patient that radically alter their physiology. Starting at fourteenth level,k you may expend 5 charges from your Surgical Tool kit to perform one of the following surgeries on a creature. You must succeed a DC 20 Wisdom(Medicine) skill check with your Surgical Tools, losing the spent charges until a long rest on a failure. A major surgery takes 1 full day to complete and take effect.
  • Subdermal Plating: The creature becomes resistant to all piercing, bludgeoning, and slashing damage. Additionally, your AC is increased by 3.
  • Muscular Replacements: The creature may add twice their proficiency bonus to Athletics and Acrobatics skill checks, and gain advantage on those skill checks, and their carrying capacity is doubled. Additinally, either their Strength or Dexterity ability scores are increased by 4, to a maximum of 20.
  • Regenerative Organs: The creature regenerates a number of Hit Points equal to 1d10 plus your Intelligence modifier per round.
  • Wings: The creature gains a fly speed of 60.
  • Venomous Weapons: The creature gains either a Bite, Claw, or Gore attack, dealing 1d10 piercing or slashing damage, plus an additional 1d8 poison damage.
  • Sensory Receptors: The creature gains advantage on Wisdom(Perception) checks relying on sight, smell, or hearing. Additionally, their Passive Perception is increased by 3.
  • Corrozive Salivary Glands: The creature gains a breath weapon attack. The attack is a 15 foot line, and deals 1d10 Acid damage whenever the target fails a Dexterity save with a DC of 8+ the patient's proficiency + the creature's Constitution modifier.
  • Vestigial Arms: The creature gains a pair of extra arms. These arms cannot be used to wield weapons or hold shields. They can be used to cast spells with somatic components, and they increase the creature's carrying capacity by 200. Additionally, they grant you a climb speed of 30, and advantage on Athletics checks made to grapple another creature.
  • Amphibious Adaptations: The creature is now able to breathe underwater, and gains a swim speed of 60.
  • Predatory Vision: The creature gains Darkvision to 120 feet, or to 200 feet if they previously had Darkvision. Additionally, the creature can see details in bright light to a distance of 1 mile.
  • Preternatural Senses: The creature gains Blindsense to a distance of 60 feet, and can no longer be surprised.
Starting at fourteenth level, a Chirurgeon can also operate on themselves, though the DC for the operation is increased by 5, with all other rules applying normally.


Created by

LordDiscord.

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