Base Class: Wizard
The practice of bioturgy is not a common tradition for arcanists who wish to meddle with, or uncover secrets of their fantastic world, yet as a student of bioturgy, you know that there is no greater purpose than to become learned in the art of medicine. You understand the relationship between the magic that is the weave, and all those who exist connected to it. You've learned that instead of following divine magics, you can manipulate that dynamic to heal and better those around you with raw arcana.
Titled physicians, or doctors, these bioturgists of alchemical medicine, who often roam lands with benign curiosity, imbue their arcana into things like a healer's kit, a potion of healing, or even an herbalism kit to keep their adventuring parties alive.
Medical Savant
Choose two Cleric spells from the Abjuration school, each of which must be no higher than level 2, and add them to your spellbook for free. You may not add the cure wounds spell, or the healing word spell to your spellbook.
Additionally, the gold you spend to craft items, equipment, or magic items with your alchemist's supplies or your herbalism kit is reduced to one fifth the original cost, with time reduced to half of what it normally would have been.
Field Medic
Starting at 3rd level, you can treat the injuries of a creature within range with usage of your healer's kit.
Medical Treatment. As a Utilize action, you can expend a use of your healer's kit on a creature you can see within 5 ft of you. When you do so, the target regains hit points equal to (2d4 + your Intelligence modifier). You may use this feature as many times as (1 + your proficiency bonus), and you regain uses of this feature after you finish a long rest.
At higher levels, the dice increase when you reach certain levels. At 5th level, the target regains hit points equal to (4d4 + your Intelligence modifier), 11th level (6d4 + your Intelligence modifier), and 17th level (8d4 + your Intelligence modifier).
Invigorate. You may imbue your healer's kit with your arcane reserve by expending a spell slot instead of expending a medical treatment usage. As a Magic action, you can expend an available spell slot and a use of your healer's kit on a creature you can see within 5 ft of you, the target heals a number of hit points equal to ((4d4 x level of spell slot expended) + your Intelligence modifier).
You may use this feature as long as you have a nonempty healer's kit, and spell slots.
Pharmacology. By harvesting or transmuting alchemic mutagens, you may spend an hour to refill your healer's kit. You must make a Wisdom (medicine) check, the DC of which is equal to (5 + number of empty healer's kit uses), if you fail you do not regain any charges. The hour you spend for this feature can be during a short rest, or a long rest.
Physiological Specialization
Starting at 6th level, you have advanced far enough with your studies to devote yourself to a particular medical forte in becoming a specialist. You become one of the following specialists: Alchemist, Experimenter, Psychologist, or a Resuscitator.
Alchemist
As an alchemist, you specialize in the brewing and generation of both restorative potions and acids. This knowledge grants you the ability to concentrate the effects of your healer's kit into throwables. Additionally, your acids have become more powerful. You gain the following benefits:
Ranged Medic. When you use the field medic feature to heal a creature with your healer's kit, you may instead do so within a range of 60 ft instead of 5 ft.
Alchemist's Acid Affinity. When you deal acid damage, you deal an additional 1 point of damage for every die used to roll for damage.
Experimenter
As an experimenter, you specialize in bolstering your allies as you aid them, even if you're not quite sure you know what you're doing. This knowledge grants you the ability to bestow a random beneficial boon upon your target.
When you use the field medic feature to heal a creature with your healer's kit you also grant that creature a random beneficial effect. Determine the effect by rolling on the Experimental Effect table. The number of experimental effects that you may have active at a time is equal to your proficiency bonus.
Instead of rolling to determine the effect, you may expend a spell slot to choose which experimental effect a targeted creature obtains. The level of spell slot you must expend if you wish to choose an experimental effect is equal to the consequential number of active experimental effects.
Experimental Effect Table
| d8 | Effect |
|---|---|
|
1 |
Readied: The target gains +1d6 to the next saving throw made within 1 minute. |
|
2 |
Prowess: The target gains +1d6 to the next ability check made within 1 minute. |
|
3 |
Accuracy: The target gains +1d6 to the next attack roll made within 1 minute. |
|
4 |
Fortified: The target gains a +1 to AC for the next 1 minute. |
|
5 |
Quickened: The target's movement is increased by 10 ft for the next 1 minute. |
|
6 |
Alacritous: The target may high jump or long jump up to 20 ft, if movement is available, until the end of their next turn. |
|
7 |
Slipperiness: The target doesn't provoke opportunity attacks until the end of their next turn. |
|
8 |
Enlightened: The target gains the blindsight sense up to 30 ft for the next 1 minute. |
Psychologist
As a psychologist, you specialize in the brutal, yet tactful war that takes place in the mind of your enemies, and those who would have otherwise become enemies. This knowledge grants you the ability to read and interfere with the psyche of creatures around you. You gain the following benefits:
Professional Intuition. When you use the Influence action on a creature whose surface level thoughts you've read with the detect thoughts spell, you gain a bonus to your Charisma checks equal to your Intelligence modifier. Additionally, Hostile creatures, whose surface level thoughts you've read, no longer require disadvantage on Charisma checks against them.
Telepathic Therapist. You may cast the detect thoughts and calm emotions spell once each per long rest. These spells are always prepared. Whenever you are keeping concentration on detect thoughts you may use a Magic action to cast the calm emotions spell and maintain concentration on both of those spells at the same time.
Subtle Shrink. When you cast the detect thoughts, you may do so without a verbal or somatic component.
Resuscitator
As a resuscitator, you specialize in the electrifying erudition of the mending between the body and soul, perhaps unnaturally restoring what was once lost. This knowledge grants you the ability to defibrillate a fallen soul with elemental magic, and additional material components that are consumed upon usage. You gain the following features:
Built-in Defibrillator. You learn the shocking grasp cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. This cantrip doesn't count against your number of cantrips known.
Resuscitate. You may use a Magic action to cast the shocking grasp cantrip on a creature who has died within the last minute. Instead of making an attack roll or having that creature take any lightning damage, they must make a DC 5 Charisma saving throw. On a success, they are granted the effects of the revivify spell. To do so, you must also have 300 gp worth of material components (gem dust, holy water, oils and unguents, or powdered metals) that are consumed upon usage. If the target fails their DC 5 Charisma saving throw, the material components aren't consumed, but their soul cannot find the strength to join with their body once more. You may use this feature as many times as your proficiency bonus per long rest.
Every time a creature is targeted with this feature, the DC rises by 5 accumulatively for that creature. This increase in the save DC resets after 10 days, starting from the oldest active usage of this ability targeting that creature.
Doctoral Mastery
Finally at 10th level, the culmination of your experiences as a practitioner of alchemical medicine has led you to the pinnacle of mastery. You gain a doctorate in one of the following: Anesthesiology, Cardiology, Pathology.
Anesthesiology
As an anesthesiologist, you specialize in the careful art of managing pain and vital signs, so those who would have been overwhelmed in combat may persevere. This mastery grants you the ability to prepare a creature against their elemental or necrotic fight.
When you use the field medic feature to heal a creature with your healer's kit, you may additionally grant that creature the effects of the protection from energy spell, with the option of choosing necrotic damage. You can expend a 3rd level spell slot or higher to regain a usage of this feature, as you may only use this feature three times per long rest.
Cardiology
As a cardiologist, you specialize in the rhythmic field of keeping your allies alive. This mastery grants you the ability to embed an echo of a creature's lifeforce in their hearts, so if they were to die, they wouldn't.
When you use the field medic feature to heal a creature with your healer's kit, you may additionally grant that creature the effects of the death ward spell. You can expend a 4th level spell slot or higher to regain a usage of this feature, as you may only use this feature twice per long rest.
Pathology
As a pathologist, you specialize in the minutia of the chemical battles within creatures internally. This mastery grants you the ability to control and eliminate effects that accost those you treat the health of.
When you use the field medic feature to heal a creature with your healer's kit, you may additionally grant that creature the effects of the spell greater restoration. You must also have 100 gp worth of material components (gem dust, holy water, oils and unguents, or powdered metals) that is consumed upon usage. You can expend a 5th level spell slot or higher to regain a usage of this feature, as you may only use this feature once per long rest.
Miracle Worker
At 14th level, you have unlocked a series of physiological secrets that grant you further arcane manipulation and exploitation of healing effects in an area around you.
As a reaction you take when a creature you can see within a 60 ft range receives healing, you may allow that creature to receive the maximum amount of healing possible. You may use this feature once per long rest.
You may use this feature once per short rest at 17th level.
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