Artificer
Base Class: Artificer

Through your life experiences and training you have learned the medical arts.

Little Doctor

3rd-level Doctor feature

You can create items to assist with various tasks performed as a Doctor Artificer. During a long rest, you can use metals, gears, and other components to manufacture a number of Little Doctors equal to 1/2 your Artificer level rounded down (Minimum of 1). You choose the level of each Little Doctor, but it cannot be greater than the level indicated in the Little Doctor chart at no cost. Additional Little Doctors can be produced using components cost according to the Little Doctor chart but cannot be greater than the level as indicated in the Little Doctor chart. Upon "use" a Little Doctor is destroyed. 

If a Little Doctor is destroyed when used outside of combat the Doctor may roll a 1d20 on success (15+) 1/4 of the cost may be recovered in materials alternately rolling a nat 20 allows for 1/2 of the cost to be recovered in materials.

Little Doctor level

Artificer Level 3             Little Doctor Lvl 1 requires 100gp of materials to manufacture. 

Artificer Level 5             Little Doctor Lvl 2 requires 200gp of materials to manufacture.

Artificer Level 9             Little Doctor Lvl 3 requires 300gp of materials to manufacture.

Artificer Level 13           Little Doctor Lvl 4 requires 400gp of materials to manufacture.

 Artificer level 15           Little Doctor Lvl 5 requires 500gp of materials to manufacture.

Doctor's 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 tinkers tools when making an Intelligence (Medicine) check.

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

Initial tools

gain access to alchemist's supplies

Doctor Treatment

3rd-level Doctor feature

Through your growing expertise with the Little Doctor you always have the ability to mimic certain spells prepared after you reach particular levels in this class, as shown in the Doctor Treatment table. These "spells" count as artificer spells for you, but they don’t count against the number of artificer spells you prepare but instead require the use of a Little Doctor at the indicated Level. If a "spell" has a multi target effect a Little Doctor of the appropriate level must be used for each target. (When a Little Doctor is used it is destroyed)

Doctors Treatment

Artificer Level Spell

3rd

cure wounds, inflict wounds~~~~~~~(Little Doctor Lvl 1)

5th

gentle repose, lesser restoration~~~~~~~(Little Doctor Lvl 2)

9th

protection from energy, mass healing word~~~~~~~(Little Doctor Lvl 3)

13th

freedom of movement, death ward~~~~~~~(Little Doctor Lvl 4)

17th

contagion, raise dead~~~~~~~(Little Doctor Lvl 5)

Experimental Medicine

3rd-level Doctor feature

During a long rest, you can produce an experimental medicine in an empty flask you touch. When the elixir is drunk or administered roll on the Experimental Medicine table for the elixir’s effect. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional experimental medicines called extra medicine by using appropriate materials such as herbs ect. (1 Little Doctor level 1 as the cost per extra medicine). When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Medicine table that has been made and discovered before.

Each effect on the Experimental Medicine table must be Discovered individually to be eligible to produce as extra medicine. To discover an elixir's effect the Doctor must drink the Experimental Medicine twice or be in the presence of it being drunk/administered 10 times.

Creating an experimental medicine requires you to have alchemist’s supplies and a Little Doctor on your person, and any medicine you create with this feature lasts until it is drunk.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each medicine's effect separately. Each medicine requires its own flask.

Experimental Medicine

d8 Effect

1

2

3

Poison. The drinker must perform a constitution saving throw (15) (if success take half) or looses a number of hit points equal to 2d4 + your Intelligence modifier.

Failure. Does nothing when consumed.

Healing. The drinker regains a number of hit points equal to 2d4 + the Artificer's Intelligence and modifiers.

4

Swiftness. The drinker’s walking speed increases by 15 feet for 1 hour.

5

Resilience. The drinker gains a +2 bonus to AC for 15 minutes.

6

Boldness. The drinker can roll a 1d6 and add the number rolled to every attack roll and saving throw they make for the next minute.

7

Flight. The drinker gains a flying speed of 10 feet for 20 minutes.

8

Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell (at dm's discretion based off the artificer's level at time of creation), the effects of which last for 15 minutes.

Artificial Organs

5th-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

12 hour

10

Creature's AC & Con + 1 

5

10-12

24 hours

11

Creature's AC + 1 & Con + 2

6

13-16

1 week

12

Creature's AC + 2 & Con + 3

7

17-21

1 month

13

Creature's AC + 3 & Con + 4

8

22-26

3 month

14

Creature's AC + 4 & Con + 5

9

27-30

6 months

15

Creature's AC + 5 & Con + 6

10

31-34

9 months

16

Creature's AC + 6 & Con + 7

11

35+

12 months

17

Creature's AC + 7 & Con + 8

12

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.

Use of artificial organs requires a Little Doctor of appropriate level to be used accordingly. Medicine check <10 = Level 1. Medicine check 10-16 = Level 2. Medicine check 17-26 = Level 3. Medicine check 27-34 = Level 4. Medicine check 35+ = Level 5.

Triage

9th-level Doctor feature

If you have tinker's tools and a Little Doctor (Level 3 or Higher) roll 1d20 if success (10+), you can bring a creature back from the brink of death. As an action, you can use tinker's tools, a Little Doctor (level 3 or higher) (Little Doctor is destroyed after use.) 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 (2-9), you inflict a critical wound on 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.

On critical fail (1) you kill the creature.

You can use this feature a number of times equal to the number of level 3 (or higher) Little Doctor you have in your possession. This feature does not work on 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 imitate casting cloudkill and heal without expending a spell slot and without preparing the spell, provided you have tinker's tools or an herbalism kit. and a level 5 Little Doctor 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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