Hey! Are you tired of being pressured into being a healer by your party members? Are you stuck in the permanent role of support, and just wanna do some damage? Well do I have a subclass for you! The bad doctor is juuuust close enough to a healer that you can say "Hey Guys! I'm playing a healer!" With this subclass, you can heal your friends and harm your foes, or is it heal your foes and harm your friends. I can never remember. Just get out there and do some medical malpractice!
Medical Jargon
Starting at 3rd level, your handwriting becomes so terrible that it has evolved into its own subtype of thieves cant, only understood by other healers and doctors. Any words written in medical jargon can only be understood by creatures that are proficient in the herbalist kit, or that have this subclass feature.
Improvised Stitchin'
When you choose this archetype at 3rd level, you gain the ability to use other tools in place of medical supplies. While within five feet of a creature that has 0 hit points, you may use a tool kit you are proficient in to stabilize them. This feature is functionally identical to the Spare the Dying cantrip, except that it is not magical.
Medical Accuracy
Starting at 9th level, you have gained the ability to apply your anatomical knowledge to your combat. When you make a sneak attack against a creature that isn't an undead or a construct, you can strike a vulnerable organ, causing them to slowly bleed out. This creature must make a DC (8+ your dexterity mod. + your prof. bonus) constitution saving throw every turn at the end of their turn or take piercing damage equal to half the original attacks damage. This lasts until they either succeed on the saving throw, until they are reduced to 0 hit points, or until they are healed by a spell of at least 3rd level. This feature can be used a number of times equal to your class level per long rest.
Superior Stitchin'
Starting at 9th level, your Improvised Stitchin' has improved a good deal. You may use your bonus action provided by your cunning action to use it. Also, when you use your cunning action to perform it, the creature that it is used on gains hit points equal to one of their hit dice + your dexterity modifier + your proficiency bonus, and lose the poisoned effect if they have it.
Last "Stitch" Effort
By 13th level, you have become good enough at surgery that you can heal yourself. When you are reduced to 0 hit points, you can attempt to perform emergency surgery, making a DC 12 dexterity check to heal yourself. If you succeed, you regain a number of hit points equal to 1 + dexterity mod. + your prof. bonus and end poison on yourself if you had it. If you fail, you immediately fail one of your death saves and cannot use this feature until your next long rest. You may use this feature on yourself as many times as you like, but the DC increases by 3, to a maximum of 20, every time that you use it. This feature cannot be used if you are restrained, grappled, stunned, paralyzed, or are otherwise unable to move when you are reduced to zero hit points.
Medical Mastery
When you reach 17th level, you have gained mastery over the practice of medicine. You can use your cunning action to either consume a potion or apply it to an unconscious or incapacitated creature. When you use a healing potion to do this, it grants the effects of a greater healing potion. If you use a greater healing potion, it behaves like a superior healing potion. If you use a superior healing potion, it behaves like a supreme healing potion. Using a supreme healing potion in this way brings that creature to full health.
Medical Mastery seems cool, but I think the Supreme Healing Potion bringing a creature to full health seems a bit overpowered, maybe change it a bit or give the full healing limited uses?
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Idk I'm just a guy ig
I like Warlocks
I like guitars (coming up on my fifth year of playing!)
I want to be a musician/stay-at-home dad when I grow up
Recently obsessing over Warhammer 40k, specifically the T’au empire
I don't understand the point of this feature. A Healer's kit already does this...
Medical Accuracy
This is OP because there are WAY too many uses for how powerful it is. Either reduce the damage to 2d6, or make it Prof-Bonus times per LR.
Superior Stitchin'
This is basically the same as taking the Healer feat on a Thief Rogue, since you've got the Medical Accuracy at the same level it's fine.
Last "Stitch" Effort
This needs cleaning up the text for clarity - when you are reduced to 0 hit points you fall unconscious which means you can't move / act, so shouldn't you never ever be able to use this?
Medical Mastery
The concept here is good but Supreme healing restoring to fully HP is crazy OP. It's also excessively complication, just make it "When you use a potion that restores hit points, you can use it as part of your cunning action and it restore twice the normal amount of HP."
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Hey! Are you tired of being pressured into being a healer by your party members? Are you stuck in the permanent role of support, and just wanna do some damage? Well do I have a subclass for you! The bad doctor is juuuust close enough to a healer that you can say "Hey Guys! I'm playing a healer!" With this subclass, you can heal your friends and harm your foes, or is it heal your foes and harm your friends. I can never remember. Just get out there and do some medical malpractice!
Medical Jargon
Starting at 3rd level, your handwriting becomes so terrible that it has evolved into its own subtype of thieves cant, only understood by other healers and doctors. Any words written in medical jargon can only be understood by creatures that are proficient in the herbalist kit, or that have this subclass feature.
Improvised Stitchin'
When you choose this archetype at 3rd level, you gain the ability to use other tools in place of medical supplies. While within five feet of a creature that has 0 hit points, you may use a tool kit you are proficient in to stabilize them. This feature is functionally identical to the Spare the Dying cantrip, except that it is not magical.
Medical Accuracy
Starting at 9th level, you have gained the ability to apply your anatomical knowledge to your combat. When you make a sneak attack against a creature that isn't an undead or a construct, you can strike a vulnerable organ, causing them to slowly bleed out. This creature must make a DC (8+ your dexterity mod. + your prof. bonus) constitution saving throw every turn at the end of their turn or take piercing damage equal to half the original attacks damage. This lasts until they either succeed on the saving throw, until they are reduced to 0 hit points, or until they are healed by a spell of at least 3rd level. This feature can be used a number of times equal to your class level per long rest.
Superior Stitchin'
Starting at 9th level, your Improvised Stitchin' has improved a good deal. You may use your bonus action provided by your cunning action to use it. Also, when you use your cunning action to perform it, the creature that it is used on gains hit points equal to one of their hit dice + your dexterity modifier + your proficiency bonus, and lose the poisoned effect if they have it.
Last "Stitch" Effort
By 13th level, you have become good enough at surgery that you can heal yourself. When you are reduced to 0 hit points, you can attempt to perform emergency surgery, making a DC 12 dexterity check to heal yourself. If you succeed, you regain a number of hit points equal to 1 + dexterity mod. + your prof. bonus and end poison on yourself if you had it. If you fail, you immediately fail one of your death saves and cannot use this feature until your next long rest. You may use this feature on yourself as many times as you like, but the DC increases by 3, to a maximum of 20, every time that you use it. This feature cannot be used if you are restrained, grappled, stunned, paralyzed, or are otherwise unable to move when you are reduced to zero hit points.
Medical Mastery
When you reach 17th level, you have gained mastery over the practice of medicine. You can use your cunning action to either consume a potion or apply it to an unconscious or incapacitated creature. When you use a healing potion to do this, it grants the effects of a greater healing potion. If you use a greater healing potion, it behaves like a superior healing potion. If you use a superior healing potion, it behaves like a supreme healing potion. Using a supreme healing potion in this way brings that creature to full health.
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
What’s the base class?
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Rogue, I believe. It talks about Cunning Action and Sneak Attack in some of the features
Idk I'm just a guy ig
I like Warlocks
I like guitars (coming up on my fifth year of playing!)
I want to be a musician/stay-at-home dad when I grow up
Recently obsessing over Warhammer 40k, specifically the T’au empire
Oh okay, thanks.
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Medical Mastery seems cool, but I think the Supreme Healing Potion bringing a creature to full health seems a bit overpowered, maybe change it a bit or give the full healing limited uses?
Idk I'm just a guy ig
I like Warlocks
I like guitars (coming up on my fifth year of playing!)
I want to be a musician/stay-at-home dad when I grow up
Recently obsessing over Warhammer 40k, specifically the T’au empire
Medical Jargon
This is just a ribbon feature it's fine.
Improvised Stitchin'
I don't understand the point of this feature. A Healer's kit already does this...
Medical Accuracy
This is OP because there are WAY too many uses for how powerful it is. Either reduce the damage to 2d6, or make it Prof-Bonus times per LR.
Superior Stitchin'
This is basically the same as taking the Healer feat on a Thief Rogue, since you've got the Medical Accuracy at the same level it's fine.
Last "Stitch" Effort
This needs cleaning up the text for clarity - when you are reduced to 0 hit points you fall unconscious which means you can't move / act, so shouldn't you never ever be able to use this?
Medical Mastery
The concept here is good but Supreme healing restoring to fully HP is crazy OP. It's also excessively complication, just make it "When you use a potion that restores hit points, you can use it as part of your cunning action and it restore twice the normal amount of HP."