Artificer
Base Class: Artificer

In the worlds of D&D, the practice of medicine can involve ancient remedies, new technologies, and even magic. As a doctor, you use all of the tools at your disposal to heal your allies (and perhaps harm your enemies).

Doctor Spells

 

Artificer Level Spell

3rd

cure wounds, inflict wounds

5th

gentle repose, lesser restoration

9th

protection from energy, revivify

13th

death ward, freedom of movement

17th

contagion, raise dead

Medical Tools

3rd-level Doctor feature

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.) As a doctor, one could say you "tinker" with the bodies of your patients. You can use tinker's tools when making an Intelligence (Medicine) check.

You are proficient with herbalism kits. If you already have this proficiency, you can replace it with another tool proficiency of your choice. You can use an herbalism kit as a spellcasting focus for your Artificer spells.

Medicine Maker

If you have an herbalism kit and access to natural resources, you can spend 1 hour to create potions that heal your allies or hurt your enemies. You can create potions of healing or potions of poison. If you do not have access to natural resources, you can expend two uses of a healer's kit per potion. You can create a number of potions equal to your Intelligence modifier (minimum of 1). The healing potions you can create get stronger as your Artificer level increases, as shown in the table below. You can do this during a short rest.

Artificer Level Potion Strength

3

Potion of Healing

5

Potion of Healing (Greater)

9

Potion of Healing (Superior)

15

Potion of Healing (Supreme)

Lifesaving Measures

5th-level Doctor feature

If you have tinker's tools, you can bring a creature back from the brink of death. As an action, you can use tinker's tools and touch a creature that is alive, a creature with 0 Hit Points that is making death saving throws, or a creature that has died within the last minute to repair a critical wound, even at the expense of the creature's overall vitality. The creature gains hit points equal to a maximum roll of one of its Hit Dice, but its maximum Hit Points are reduced by the same amount. This reduction ends when the creature finishes its next long rest. It can only be reversed by a greater restoration or wish spell before then. This feature has no effect if the creature is missing a vital organ.

Alternatively, you can inflict a critical wound on a restrained or unconscious creature. The creature loses hit points equal to your proficiency bonus multiplied by your Intelligence modifier, and its maximum Hit Points are reduced by the same amount. This reduction ends when the creature finishes its next long rest. It can only be reversed by a greater restoration or wish spell before then.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature does not work on undead.

Artificial Organs

9th-level Doctor feature

You know how to build devices that function as vital organs. Using tinker's tools and raw materials (metal, gears, etc.) worth at least 300 gp, you can spend 1 hour to build a replacement organ for a creature that needs one. Make an Intelligence (Medicine) check using the tinker's tools. The result determines the artificial organ's durability and functional life, as shown on the Artificial Organs table. This can be done during a short rest or the downtime of a long rest. You can rebuild or return function to an artificial organ by repeating this process using the existing organ in place of the raw materials.

Artificial Organs

Medicine Check Functional Life Armor Class Implanted AC Hit Points

<10

1 hour

10

Creature's AC

1

10-12

24 hours

11

Creature's AC + 1

2

13-16

1 week

12

Creature's AC + 2

2

17-21

1 month

13

Creature's AC + 3

3

22-26

3 month

14

Creature's AC + 4

3

27-30

6 months

15

Creature's AC + 5

4

31-34

9 months

16

Creature's AC + 6

4

35+

12 months

17

Creature's AC + 7

5

An artificial organ sustains damage as normal while it is not implanted in a body and is immune to necrotic, poison, psychic, and radiant damage. While an organ is implanted in a body, direct hits to the area of the body where it is implanted may cause damage to the organ. If an attack that deals bludgeoning or piercing damage hits an area where an artificial organ is implanted and the attack roll meets or exceeds the organ's Implanted Armor Class, the organ loses 1 Hit Point. If the attack is a critical hit, the organ loses 2 Hit Points.

You can repair a damaged artificial organ and return it to its original Hit Points by casting mending on it or by taking an action to make an Intelligence (Medicine) check using tinker's tools on it. The DC for this check is the lower end of the range the check you made to create the organ fell in. Depending on the amount of damage the organ has sustained, the DM may require raw material worth up to 150 gp to repair it with tinker's tools.

You can spend 1 hour to dismantle a functioning artificial organ and reclaim the materials used to create it. This can be done during a short rest or the downtime of a long rest. You can instead dismantle a failed or damaged artificial organ and reclaim half the materials (150 gp worth) used to create it. You may reclaim a different amount based on the damage to the organ at the DM's discretion.

If an artificial organ is implanted into a construct, it becomes part of the constructs body. It is integrated into the construct's system and is subject to its constraints, not the constraints of this feature. An artificial organ has no effect on an undead.

Master of Anatomy and Physiology

15th-level Doctor feature

Your study of medicine and your experience with the anatomy and physiology of different types of creatures has taught you how to precisely heal or harm an individual:

  • As an action, if you have an herbalism kit, you can touch one creature and remove or inflict the poisoned condition or cure one nonmagical disease afflicting it. You can do this a number of times equal to your Intelligence modifier (minimum of 1). You must finish a long rest before you can do it again.
  • You can cast harm and heal without expending a spell slot and without preparing the spell, provided you have tinker's tools or an herbalism kit. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

 This feature does not work on undead.

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