Base Class: Artificer
Physicians are Artificers who blend ancient practices with modern knowledge to bring harmony to the body and mind through the precise application of acupuncture, acupressure, and martial techniques rooted in redirection and balance. These healers view violence as a last resort, seeking instead to neutralize threats and restore equilibrium with minimal harm.
Through their understanding of the body’s energy pathways, Physicians wield their skills with altruism and purpose. They can mend wounds with delicate precision, enhance vitality by stimulating dormant energy, or disrupt foes by targeting critical points that sap strength or dull reflexes. Their martial training, inspired by techniques like Aikido, allows them to redirect attacks and disarm enemies with grace, embodying a philosophy of defense over aggression.
Tools of the Trade
3rd-level Physician Feature
You gain proficiency in tools and skills that align with your calling as a healer and defender of balance.
Proficiencies. You gain proficiency with the herbalism kit, assuming you don’t already have it. Additionally, you create a Acupuncture Instrument Set, a set of needles designed for energy manipulation. These count as artisan’s tools for you and are used for subclass abilities.
You are proficient in the medicine skill. If you already have this proficiency, you can replace it with another skill proficiency of your choice. Intelligence is your skill ability for the Medicine skill. (Note: You will have to manually change this on the character sheet.)
Crafting. If you craft a potion in the healing category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Resuscitative Expertise. You gain a healer’s kit for free. You are adept at keeping your healer’s kit stocked, as a result your healer’s kit replenishes 1d4 + 2 charges after a long rest at no cost to you. When you use a healer's kit to stabilise a creature, they regain hit points equal to your Intelligence modifier (minimum of 1).
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.
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Applied Knowledge
3rd-level Physician Feature
Your understanding of the body’s meridians and your mastery of martial techniques allow you to manipulate energy and control the flow of combat with precision and grace.
Techniques. You learn four techniques of your choice. Many techniques enhance an unarmed strike or a touch-based spell. You can only use one technique per attack or spell.
You learn three additional techniques of your choice when you reach Artificer levels 5th,9th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Harmony Dice. You have five Harmony Dice, which are d8s. A Harmony Die is expended when you use it. You regain all expended Harmony Die when you finish a Short or Long Rest.
You gain an additional Harmony Die when you reach Artificer levels 5 (six dice total) and 15 (seven dice total).
Saving Throws. If a technique requires a saving throw, the DC equals 8 plus your Intelligence or Dexterity modifier (your choice) and Proficiency Bonus.
Technique Options
The techniques are not presented in alphabetical order.
Bladder Meridian (BL) - Shielding Essence
When a creature you can see takes damage, you can expend one Harmony Die to reduce the harm or weaken an enemy’s durability.
Ally. As a reaction, reduce the damage they take by the Harmony Die + your Intelligence modifier and the target gains resistance to that damage type until the start of your next turn.
Enemy. The target takes force damage equal to the Harmony Die and gains an increased critical range of 19-20, on attacks made against them for 1 minute.
Conception Vessel (CV) - Grand Sea of Yin Meridians
You can expend one Harmony Die to channel the primal energy of the Conception Vessel, the source of life force and vitality. After using this technique, you gain 1 level of exhaustion.
Ally. As an action, you awaken the targets dormant life force. The target regains hit points equal to 3 × Harmony Die and can immediately end one condition or effect caused by a spell, such as a curse or magical debuff. Additionally, for 1 minute, the next time the target is reduced to 0 hit points, they drop to 1 hit point instead; regaining temporary hit points equal to your Intelligence modifier + your level in this class.
Enemy. You strike at the target’s core, crippling their energy flow. The target takes force damage equal to 3 x Harmony Die and must make a Constitution saving throw. On a failed save, they are restrained for 1 minute and lose all concentration on spells. On a successful save, they still lose concentration however, their movement speed is halved along with attacks made against the target have an increased critical range of 19-20 until the end of your next turn.
Flow of the Winding River (流水不腐)
When you, or an ally within 5 feet of you are hit by a ranged or melee weapon attack, as a reaction you can expend one Harmony Die to redirect their momentum against them.
Effect. When you do so, the damage you take from the attack is reduced by Harmony dice + your Dexterity modifier + your artificer level. If the damage is reduced to 0, you can immediately redirect the force as a ranged attack (range 20 feet/60 feet) or melee unarmed strike against a creature within range. The redirected attack deals force damage equal to the Harmony Die roll + your Intelligence modifier.
Flowing Water: Constriction of Biting Fangs, Subduing Dragons (降龍伏虎)
As a reaction, With the grace of flowing water and the precision of biting fangs, you bait your attacker into a strike, only to ensnare them in a crushing lock.
Effect. When a creature makes a melee attack against you, roll your Harmony Die and add the result to your AC against the triggering attack. If the attack misses, you can immediately move up to 10 feet in any direction without provoking opportunity attacks, or you can attempt to grapple the attacker. If you choose to grapple, the attacker must succeed on a Strength saving throw against your Harmony Save DC or be grappled. Additionally, you can attempt to restrain the target by succeeding in a grapple check as an action.
Gallbladder Meridian (GB) - Energising Strike
When you hit a creature with an unarmed strike, you can expend one Harmony Die to boost agility or discombobulate an enemy.
Ally. As a bonus action, the target gains +20 feet of movement and advantage on all Strength related checks for 1 minute, along with temporary hit points equal to the Harmony Die + your Intelligence modifier.
Enemy. The target takes force damage equal to the Harmony Die and must succeed on a Constitution saving throw or receive the deafened condition for 1 minute and be unable to take reactions until the start of your next turn.
Governing Vessel (GV) - Ascension of the Five Elements
When you touch a creature, you can expend one Harmony Die to anchor their energy or overwhelm an enemy with force. You gain 1 level of exhaustion after manipulating this meridian.
Ally. As an action, you flood the target with a surge of restorative and empowering energy creating an equilibrium between their body's elemental energy.The target regains hit points equal to 4 × the Harmony Die; advantage on any Wisdom or Intelligence checks until their next Short Rest, and their movement speed increases by 20 feet for 1 minute.
Enemy. The target must make a Constitution saving throw on a failure, they take force damage equal to 4 x the Harmony Die and are sent backwards 60 feet. If they collide with a structure within that distance the are stunned until the start of your next turn. If they succeed they are not stunned and instead just lose their reaction.
Heart Meridian (HT) - Calming Touch
When you touch a creature, you can expend one Harmony Die to bring them peace or disturb their body's functions.
Ally. As an action, the target regains hit points equal to the Harmony Die + your Intelligence modifier and ends the frightened condition. They also gain advantage on their next attack against the creature who gave them the condition.
Enemy The target must make a Constitution saving throw. On a failure, they take force damage equal to the Harmony Die and cannot take bonus actions until the start of your next turn.
Kidney Meridian (KI) - Energy Surge
When you touch a creature, you can expend one Harmony Die to reinvigorate their life force or drain an enemy’s vitality.
Ally. As an action he target regains hit points equal to the Harmony Die + your Intelligence modifier and gains the ability to dash as a bonus action for 1 minute.
Enemy. The target takes force damage equal to the Harmony Die and must succeed on a Constitution saving throw or have the poisoned condition for 1 minute.
Large Intestine (LI) - Purging Touch
When you touch a creature, you can expend one Harmony Die to cleanse their system or destabilize their resilience.
Ally. As an action, the target removes and becomes immune to one condition (blinded, deafened, or poisoned) for 1 minute and gains temporary hit points equal to the Harmony Die + your Intelligence modifier.
Enemy. The target must make a Constitution saving throw. On a failure, they take force damage equal to the Harmony Die and lose resistance to one damage type of your choice for 1 minute.
Liver Meridian (LV) - Purifying Grace
When you touch a creature, you can expend one Harmony Die to cleanse their body or impair their vitality.
Ally. As a bonus action, the target gains advantage on perception checks relating to sight and ends any poison, disease or charm condition affecting them. Additionally, gaining temporary hit points equal to the Harmony Die + your Intelligence modifier.
Enemy. The target takes force damage equal to the Harmony Die and must make a Charisma saving throw or have disadvantage on all Charisma, Wisdom, and Intelligence saving throws until the start of your next turn.
Lung Meridian (LU) - Vital Breath
When you touch a creature, you can expend one Harmony Die to either heal or disrupt their energy.
Ally. The target regains hit points equal to the Harmony Die + your Intelligence modifier and has advantage on saving throws against exhaustion and suffocation for 1 hour.
Enemy. The target must make a Constitution saving throw. On a failure, they cannot take reactions until the end of your next turn and their movement speed is reduced by 10 feet.
Pericardium Meridian (PC) - Harmonising Pulse
When you touch a creature, you can expend one Harmony Die to balance their life force or disrupt their focus.
Ally. As a bonus action, the target gains temporary hit points equal to the Harmony Die + your intelligence modifier and a +3 bonus to AC for 1 minute.
Enemy. The target must succeed on a Wisdom saving throw or take force damage equal to the Harmony Die and be unable to cast or maintain spells requiring concentration for 1 minute.
Small Intestine Meridian (SI) - Cleansing Strike
When you hit a creature with an unarmed strike, you can expend one Harmony Die to purify or weaken their energy.
Ally. As a bonus action, the target immediately rerolls one failed saving throw against poison or an ongoing condition (e.g., blinded, deafened, or paralyzed). They also gain temporary hit points equal to the Harmony die + your Intelligence modifier.
Enemy. The target takes force damage equal to the Harmony Die and must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Spleen Meridian (SP) - Centering Flow
When you touch a creature, you can expend one Harmony Die to harmonize their energy or weaken their ability to recover.
Ally. As an bonus action, the target gains temporary hit points equal to the Harmony Die. For the next 1 minute, they can reroll one failed saving throw against being charmed or frightened.
Enemy. The target must succeed on a Constitution saving throw or lose the ability to regain hit points and take disadvantage on Constitution saving throws for the next 1 minute.
Stomach Meridian (ST) - Stabilising Strike
When you touch a creature, you can expend one Harmony Die to enhance their stamina or disrupt their central energy.
Ally. As a bonus action, the target regains hit points equal to the Harmony Die + your Intelligence modifier and gains advantage on Constitution saving throws for 1 minute.
Enemy. The target must make a Constitution saving throw. On a failure, they take force damage equal to the Harmony Die and fall prone losing any spell concentration they had.
Torrent of 361 Crushing Currents (滴水穿石)
As an action you strike with blinding speed, targeting all 361 meridian points in a rapid series of blows. Choose one creature within 5 feet of you. Make an unarmed strike or touch-based spell attack.
Effect. On a hit, the target takes 2 x Harmony Die damage + Intelligence modifier. The target must make a Constitution saving throw. On a failed save, they suffer the following conditions until the start of your next turn: Deafened, Blinded, and Restrained. Additionally, the target takes 1 Harmony Die damage at the start of each of their turns for 1 minute.
On a successful save, the target only suffers disadvantage on attack rolls against you until the start of your next turn, and takes half the damage from your strike.
Backlash: You take psychic damage equal to the total damage dealt by this technique, rounded down.
Triple Burner Meridian (TB) - Elemental Balance
When you touch a creature, you can expend one Harmony Die to balance their internal energy or upset an enemy's equilibrium.
Ally. As a bonus action, the target regains hit points equal to the Harmony Die and removes one level of exhaustion. Additionally, they gain resistance to fire or cold damage (your choice) for 1 minute.
Enemy. The target takes fire or cold damage (your choice) equal to the Harmony Die and must make a Constitution saving throw or lose their reaction until the end of your next turn.
Water Stream Encampment (流水陣)
As an action, you channel your mastery of redirection and control to create a protective zone of flowing energy around yourself.
Effect. You create a 5-foot radius zone centered on you that lasts for 1 minute or until you move. While the zone is active, your AC increases by an amount equal to your Harmony Die.When a creature makes an attack against you or an ally within the zone and misses, you can use your reaction to make an unarmed strike or cast a touch-based spell against the attacker. On a hit, the target takes additional force damage equal to your Harmony Die + Intelligence modifier.
Flowing Threads of Life
5th-level Physician Feature
Your mastery of acupuncture allows you to harmonize another’s energy flow, temporarily imbuing them with your specialized techniques.
Once per long rest, you can spend 10 minutes performing a focused acupuncture session on a willing creature. Choose one of the following Flowing Threads to grant them until their next short rest:
Endless River Rejuvenation: The creature can regain hit points by spending their [Tooltip Not Found] as a [Tooltip Not Found]. When they do so in this manner, they regain the maximum possible hitpoints.
Winds of Vitality: The creature’s movement speed increases by 10 feet, and they have advantage on checks or saves to escape grapples and restraints.
Shielding Current: The creature adds a roll of your Harmony Die to their AC against attacks. This benefit lasts until the shield blocks 3 attacks, after which the effect ends. If the attack wouldn't have hit the target even without Shielding Current, it does not consume a charge.
Technique Mastery
9th-level Physician Feature
Your mastery over the flow of energy is so precise that you can disrupt or enhance multiple energy flows at once, overwhelming your enemies or bolstering your allies.
When you use a technique that targets a single creature, you can spend 1 additional Harmony Dice to target up to two additional creatures within 10 feet of the original target. Each creature must make any applicable saving throws or checks individually.
Alternatively, if the technique targets yourself or an ally, you may target up to two additional allies within 10 feet.
Endless River of Lotus Blossom
15th-level Physician feature
Your mastery over energy flow allows you to push past your physical limits, channeling vitality even at the edge of exhaustion.
When you would be reduced to 0 hit points, you can expend all remaining Harmony Dice to drop to 1 hit point instead. For each Harmony Die expended, you regain hit points equal to a roll of the Harmony Die + your Intelligence modifier. In addition, for the next minute, you gain the following benefits:
• Your unarmed strikes or touch-based spells deal additional force damage equal to your Harmony Dice roll expended on the feature.
• You can take one additional reaction each turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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