Base Class: Artificer
Physicians are deeply versed in the art of healing through medicine and new technologies. They are first and foremost healers in the traditional sense, but their intimate knowledge of all manner of injuries and wounds - and how to inflict them - makes them quite formidable in combat.
Tool Proficiency
3rd-level Physician feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You are also proficient in medicine.
Physician Spells
3rd-level Physician feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Physician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Physician Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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|
9th |
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|
13th |
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|
17th |
Combat Medicine
At 3rd level, a Physician has learned to take their studies in the medical field and apply that knowledge to the battlefield. You now have charges of Combat Medicine. You have a number of uses equal to one plus your Intelligence modifier.
As a bonus action, you may expend a use of your Combat Medicine to deploy a Portable Triage Module (PTM) to a location you can see within 30 feet of you. PTMs last for 1 minute. When a creature passes within 10 feet of one of your PTMs, you may use your reaction to have the creature restore hit points equal to 1d6 plus your Artificer level.
When you deal damage to a creature, you may expend a use of your Combat Medicine to make note of the anatomy - and exploitable weaknesses - of the creature. The creature becomes marked by you for 1 minute. During this time, attack rolls of 19 and 20 are critical hits against this creature.
You restore all uses of Combat Medicine after finishing a long rest.
Patch Up
At 5th level, you have learned to apply another important facet of your Combat Medicine. You are able to perform quick, on-the-spot procedures to heal the wounded within your party. During a short rest, whenever a player expends one or more hit dice, you may expend one of your uses of Combat Medicine to add your Artificer level to the roll of a hit dice.
Improvised Medicine
At 9th level, you have learned to make do with anything on hand to heal your comrades in the heat of the moment. When you cast a spell of 1st level or higher, you regain a charge of your Combat Medicine.
If you would start a combat encounter without any uses of Combat Medicine, you regain 1d4 uses when initiative is rolled. Additionally, your talents with medicine are at such a level that you have expertise in medicine if you don't already have it.
Experienced Doctor
At 15th level, your experience on the battlefield has taught you new techniques that all your time of books and study never could. The features granted by your Combat Medicine now have additional effects. You gain the following new benefits:
- Your PTMs now have a healing range of 20 feet and grant 20 temporary hit points to any number of creatures of your choice within their range when first deployed.
- Attack rolls of an 18 as well as 19 and 20 on a creature marked with your Surgical Precision are critical hits.
- When you use Patch Up during a short rest, twice your Artificer level is added to the hit dice roll instead and the creature gains the benefits of the greater restoration spell.
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