Artificer
Base Class: Artificer

Heal You Allies and Harm Your Foes

Artificers who pursue the Doctor specialty blend arcane engineering with medical mastery, turning battlefield medicine into a precise and sometimes terrifying science. They can rapidly mend wounds or weaponize their expertise to debilitate foes with surgical efficiency. Their advanced procedures can accelerate an ally’s body to superhuman speed, slow hostile creatures to a crawl, and even pull a fallen comrade back from the brink of death. Whether healer or executioner, a Doctor is always prepared to operate.

Level 3: Tools of the Trade

You gain the following benefits.

Finesse Weaponry. You gain proficiency with Martial weapons that have the Finesse property.

Tool Proficiency. You gain proficiency with the Herbalism Kit. If you already have this proficiency, you gain proficiency with one type of Artisan’s Tools of your choice.

Potion Crafting. When you brew a Potion of Healing of any rarity or a Potion of Poison using the crafting rules in the Dungeon Master’s Guide, the amount of time required to craft it is halved.

Artisan's Tools

You gain proficiency with one type of Artisan’s Tools of your choice.

Herbalism Kit

You gain proficiency with Herbalism Kits.

Level 3: Doctor Spells

When you reach an Artificer level specified in the Doctor Spells table, you thereafter always have the listed spells prepared.

Level 3: Medical Expertise

You gain the following benefits.

Medical Knowledge. When you make an ability check using the Medicine skill, you can make it as an Intelligence check. (NOTE: You have to manually change this on the character sheet.) You gain proficiency in the Medicine skill. If you already have it, you gain Expertise in the Medicine skill instead.

Medical Tools. You can use an Herbalism Kit or Tinker's Tools when making an ability check using the Medicine skill.

Intelligent Attacks. Your attacks with Finesse weapons can use Intelligence for the attack and damage rolls instead of using Strength or Dexterity. (NOTE: You have to manually change this on the character sheet.)

Expertise

You gain Expertise in the Medicine skill.

Proficiency

You gain proficiency in the Medicine skill.

Level 3: Medical Intervention

You are an expert at intervening when needed to heal your allies or harm your enemies.

Medical Dice. You have ten Medical Dice, which are d8s. A Medical Die is expended when you use it. You regain all expended Medical Dice when you finish a Short or Long Rest. You must have Tinker's Tools in hand when you use a Medical Die. You gain two additional Medical Dice when you reach Artificer levels 5 (twelve dice total), 9 (fourteen dice total) and 15 (sixteen dice total). You can use up to two Medical Dice at a time. This limit increases by two at Artificer levels 9 and 15.

You can use your Medical Dice in the following ways:

Repair a Wound. As a Bonus Action, you can touch a creature, roll a number of Medical Dice, and restore a number of Hit Points to the creature equal to the number rolled plus your Intelligence modifier.

Cause a Wound. As a Bonus Action, you can force a creature you touch to make a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, you roll a number of Medical Dice and deal Necrotic damage to the target equal to the number rolled plus your Intelligence modifier.

Level 5: Surgical Strikes

When you hit a creature with a Finesse weapon and deal damage, you can roll a number of Medical Dice and deal extra damage equal to the amount rolled. The damage is the same type the weapon dealt.

Level 9: Resuscitation

When you cast Revivify, you can expend three Medical Dice to cast it without the Material component. You can do this once and you can't do so again until you finish a Long Rest.

Level 15: Master of Anatomy and Physiology

You can cast the Harm and Heal spells without expending a spell slot and without preparing the spells, provided you have Tinker's Tools. When you cast one of these spells, it has a range of Touch. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a Long Rest.

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