Base Class: Cleric
Clerics of the Malpractice Domain use their medical knowledge to harm their clients in order to aid themselves and their allies. They are capable of stealing the life force of others and using it to their advantage, and they can even make a large profit off their foes. They are tricksters who use medicine as a means to an end, that end being victory. Some steal organs after combat and sell them for large sums of money, and some use the souls of their enemies to make them more powerful. No matter what you use your medical abilities for, there is always a goal, and it usually isn't kindness.
"And when the patient woke up his skeleton was missing, and the doctor was never heard from again! AHAHAHAHAH! Anyway, that's how I lost my medical license." - Dr. Ludwig
| Cleric Level | Spells |
|---|---|
|
1st |
false life, charm person |
|
3rd |
aid, hold person |
|
5th |
animate dead, vampiric touch |
|
7th |
blight, death ward |
|
9th |
dominate person, raise dead |
Deceptive Doctor
When you choose this Cleric domain at 1st level you gain proficiency in Deception, as your years of lying to your patients, and likely the government, have made your lies seem incredibly believable. You also have advantage on any Deception check you make to lie about medical malpractice.
Doctor's Right Hand Man
Also at 1st level, you learn the cantrip Mage Hand. The hand is sentient appears to be a doctor's gloved hand. The hand listens to your demands, and functions exactly the same as a normal mage hand.
Channel Divinity: Gullible
As a bonus action you can use your Channel Divinity to make the word "gullible" appear on the ceiling, and you can attempt to get a target to look at the word. The target must make a Wisdom saving throw, or be distracted by the word until the end of your next turn. While distracted by the word, you steal one of the target's lungs, or a similar organ. The target takes 15 + your cleric level necrotic damage. The target does not notice that the organ is stolen, and does not need the stolen organ to continue living due to your deceptive medical magic replacing it with a cheap replacement of the organ. The organ does not begin to decompose until the original target is dead, at which point it will decompose as normal.
Organ Donor
Starting at 2nd level, after every combat you can choose to collect the organs of any corpses left by the battle. For each corpse, roll a d20. On a 14 or lower, the organs are damaged due to the battle that preceded. On an 15 or higher, the organs are salvageable, and can be sold for 50 gold per salvageable organ. You can take up to 3 organs per corpse. The organs decompose over time, and require a cooler or other cold container in order to retain their worth. The organ loses its value by 25 gold every day it goes without a cooler.
At 10th level, the DC changes. On a roll of 10 or lower the organs are damaged, and on a roll of 11 or higher, the organs are salvageable.
Convenient Cooler
At 6th level, you can gain a magical cooler through a 3 hour ritual, for which you must provide the heart of a creature. This cooler is intricate, blood red, and functions exactly like a Bag of Holding, except when organs are placed inside the bag, they do not decompose. Food and drinks placed inside the cooler are also unable to decompose or spoil. If the bag is punctured or otherwise destroyed, blood explodes and spurts from the bag, causing all creatures within 60 feet to take 25 necrotic damage. Once destroyed, you must perform the ritual again, and provide another heart.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Organ Transplant
Once per long rest you can perform a surgery on one creature, provided you have at least one organ. The organ you transplant into the target gives them an effect that lasts until the next time they take a long rest. A surgery costs 150 gold to perform, and you can only use one organ per surgery. The organ effects are as follows:
Heart: The target gains 30 temporary hit points for the duration.
Brain: The target's intelligence modifier increases by 2 for the duration.
Stomach: The target is immune to starving for the duration.
Liver: The target is immune to the poisoned condition for the duration.
Muscle: The target's strength modifier increases by 2 for the duration.
Lungs: The target does not require oxygen for the duration.
After the target takes a long rest, the effect ends.
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