Cleric
Base Class: Cleric

The cleric domain of medicine worships no deity and believes strongly in the power of natural medicine and the healing abilities of man. For all intensive purposes of this class only Iphieit can be Caster classes but humans may also devote their time to studying medicine but your spells will not come through appearing as divine magic. You will have to come up with ways to make your spells fit thematically. For example, guiding bolt can be a crossbow bolt that has a bright light attached that when it hits does the damage of guiding bolt giving the advantage as well. Be creative.

Advanced Medicine and Machinery

Starting at 1st level when you choose this Domain you gain proficieny with a healer's kit and tinkering tools. You also gain both tools. You use both of these as substitutes for divine magic. Your spells are the same in regards to damage, healing, and effects. The only difference is the delivery of the spell. It is no through means of Divine magic, but through science and medicine. For example, healing word could instead be a syringe fired from a gun that injects a medicine into the body immediately. You also gain proficiency in medicine, if you are already proficient you gain expertise.

Healer

Also starting at 1st level, as an action you may heal a creature that is conscious using your healer's kit for 1d4 + your Spellcasting Modifier. Creatures that are at 0 HP can be stabilized as a bonus action using your kit instead of an action. The healing using your kit increases as you gain Cleric levels (1d6 at 3rd level, 1d8 6th level, 1d10 10th level, 1d12 13th level, 2d12 16th level, 3d12 20th level)

Channel Divinity: The Power of Medicine

Starting at 2nd level, you can use your Channel Divinity to use your kit for more than just healing.

As an action, you can use your healer's kit to remove a condition from a creature. Also when you do this, you grant the creature temporary HP equal to 1/2 your cleric level + your Wisdom Modifier (Minimum of 2).

Advanced Healing Contraption

Beginning at 6th level, you have researched enough and tinkered tirelessly to create a contraption of your choosing capable of strong healing properties. The contraption can be a syringe-firing machine or something similar. As an action on each of your turns you may heal a number of creatures equal to your proficiency bonus for 1d6. They must be within 10' and you must be able to see them. This healing increases to 2d6 at 12th level, and again to 3d6 at 18th level. You may do this a number of times per day equal to your Wisdom Modifier

For Science!

At 8th level, you have become more efficient with your work but also more bold in your experimenting and creation. You can now create machinery and tools that will help you and your allies but could also do more harm than good. You can create the items listed in the table below as long as you dedicate the time and resources to creating them.

 

Experimental Medicinal Contraptions
Medicinal Contraption Use Time Resources
Semi-automatic Syringe gun As an action you can shoot up to 6 healing syringes that do healing equal to your healer's kit. For each shot you must roll 1d20 Any roll of a 5 or lower causes it to combust causing 1d10 damage to anyone within 5' 4 hours 150 GP
Heal Bot As an action you place the bot on the ground. It has 16 AC and HP equal to your Cleric level It heals creatures you designate within a 15' radius for 1d8 + your proficiency bonus every round healing one creature. Roll a d20 at the start of every round, any roll of 5 or lower causes the bot to instead attack the creatures you designated. The damage is equal to the healing and it automatically hits 10 hours 375 GP
Light Bomb You have created a bomb that harnesses bright light. As an action you may throw this at a point within 20'. All creatures within a 10' radius must make a Constitution Save equal to your Spell save DC or be Blinded for a number of rounds equal to your proficiency bonus 2 hours 75 

Modern Medicine

Your experience and study has made your healing ability unparalled to anyone in the world. Once you reach 17th level, anytime you heal a creature you may choose to roll additional die equal to half your Wisdom modifier rounded down (minimum 1). Alternatively you may choose to forfeit rolling the additional die to remove a condition from a creature.

Previous Versions

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