Base Class: Cleric
A cleric who heeds a calling rather than a domain may seem an arbitrary change for some, but within their sects, the differences are overwhelming. A domain is a deific sphere of power that gives hand-picked magics to the deity's followers and whose mighty gifts are generalized within a broad aspect of magical forces. Those who serve a calling, however, specialize in a key trade that is vital for the people they encounter, travel with, or travel to. These clerics are not bound to specific deities to grant their power, instead drawing upon the wills, wants, and needs of those who put their faith in the cleric, themselves, and of whatever banner, church, or other organization they serve.
The calling of the healer is the calling of one who wishes to prevent pain, death, and dismay wherever they go. It is also one of the most recognized of the clerical callings, being the most in line with the most stereotypical view of a traveling person of faith and divine magics, and is oft mistaken for a follower of a life deity drawing upon the restrictive domain that is life. For a healer, sometimes the cure is not merely to add more life, for bacteria and microorganisms are also life, and cause the very suffering and disease they aim to rid people of. Sometimes, insects carry filth and bacteria which spreads it further. To heal, and to do so meaningfully, is to scour, to clean, to examine, to treat, and to cure. Any step missed nullifies the long term effectiveness of true healing.
Healer's Proficiencies and Spells
When you choose this clerical path at 1st level, you gain proficiency in the Intelligence (Medicine) skill and with Herbalism Kits.
Additionally, you gain bonus spells as you increase in level as a cleric, as domain spells. Below are the Calling of the Healer spells you gain and the cleric levels at which you gain them.
Path of Healing Spells
| Cleric Level | Spells |
|---|---|
|
1st |
|
|
3rd |
gentle repose, lesser restoration, prayer of healing, protection from poison |
|
5th |
|
|
7th |
|
|
9th |
Medical Studies
Also starting at 1st level, you have begun receiving training and independently studying the arts of healing. At 1st level and every 4 levels thereafter, you receive one medical studies choice which either enables additional uses for the many tools of a healer and your healing spells.
Medical Studies
Clinician Studies
You have studied practical application of your medical knowledge and learned ways to incorporate it into your magics, as well as how to incorporate your magical energies into the practice of medicine. Any time you utilize a healer's kit or herbalism kit, apply magical healing from any class feature, use your channel divinity: cleansing surge, or cast a spell which restores hit points or removes a status condition, each target of the restorative effects you grant regains a number of additional hit points equal to your Intelligence modifier + your Proficiency bonus.
Orthopedic Studies
You have studied the musculoskeletal structure of living beings and have a firm grasp on how to mend broken bones and relocate dislocated ones. Any time you cast a spell that restores hit points to a single creature, you can also set one bone or relocate a dislocated bone in that creature. Additionally, you learn to set and relocate bones using the healer's kit.
Healing: Mend Bones. Any time you cast a spell that would restore hit points to a single creature, you can also set a broken bone or relocate a dislocated one. Set bones heal twice as quickly, while a dislocated bone reset this way recovers completely within one hour.
Medicine: Set or Relocate Bone. By consuming one use of a healer's kit over the course of 1 minute, you can set or relocate a bone in a creature and restore 1d4 hit points to that creature. This causes a broken bone to heal twice as quickly, or a dislocation to recover within one hour.
Pathology Studies
The study of infectious diseases has given you a great deal of insight into the symptoms and treatments of disease as a whole, giving you improved ability to alleviate your patients. You gain the ability to treat diseases both magically and medicinally.
Healing: Suppress Disease. Any time you cast a spell that would restore hit points to a creature, you can also suppress the symptoms of all diseases they are suffering for a number of hours equal to your intelligence modifier + the level of the healing spell cast.
Medicine: Diagnose Disease. By spending 1 hour performing a DC15 Wisdom (Medicine) check with alchemist's supplies, an herbalism kit, or a poisoner's kit on a creature suffering from a disease, you can diagnose a disease. Over each hour spent, you gain progressively more information about the disease from medical and magical means employed:
- On the first success, you learn the symptoms of the diseases affecting a creature.
- On the second success, you learn the means of transmission and causes of one disease, or all that share the same transmission types and causes. If afflicted with multiple diseases, a new check must be made for each transmission or cause type that is not shared among the diseases.
- On the third success, you learn the nature of a disease you know the transmission and causes of, gaining knowledge of what it affects within a body and how it can be prevented.
Any time you fully identify a disease, you retain knowledge of that disease, and can immediately gain all levels of diagnosis upon a successful medicine check on any other creatures afflicted by the same disease. Some diseases may be more difficult to diagnose, and the DM can rule that the Medicine DC is higher than 15 (such as Pulmonary Embolus, DC20), while others may be easier, and could be ruled as having a lower DC to diagnose (such as the common cold, DC10).
Medicine: Treat Disease. By spending 1 hour performing a DC30 Intelligence check with alchemist's supplies, an herbalism kit, or a poisoner's kit on a creature suffering from a disease you have diagnosed at any level, you can treat that disease. This DC is reduced by 5 if you have diagnosed its transmission and causes. It is reduced by an additional 5 (10 total) if you have learned the disease's nature and means of prevention. After the hour has passed, if you succeed the check, the following occurs:
- The disease's symptoms are suppressed for a number of hours equal to your Intelligence Modifier. You can create a medication and routine in which to apply it that will suppress it for an equal amount of time when taken by any creature suffering the same disease. Diseases with the same symptoms can be treated by this medication. You can make a number of doses of this medication equal to your proficiency bonus with each successful Medicine check by using 10 GP worth of medical reagents per dose created.
- If you succeed the DC by 5 or more, you add your Wisdom Modifier to the number of hours for which symptoms are suppressed by your treatment or medicine you've produced, and the creature has advantage on saving throws made against effects of the disease or to end the disease. They can make a new save to end the disease each time they perform a long rest while under the medication's effects.
- If you succeed the DC by 10 or more, the creature gets an immediate save to end the disease or reduce its stage of severity by 1. They have advantage on this save.
Some diseases may be easier (such as the flu, 2 GP per dose of medication, DC20 to treat with only symptoms known) or harder (such as diabetes, 20 GP per dose to create, DC35 to treat knowing only symptoms) to treat, and the DM can rule that ingredients would be more or less costly to produce medication for, require specialized acquisition methods for such ingredients, and/or have a higher or lower DCs to treat.
Pharmaceutical Studies
You have studied the arts of making medicines, already having learned to make many through use of your herbalism kit, but now your expertise has extended to alchemist's supplies, with which you are now proficient. When producing medications with any of your other Medical Studies, or any mundane medicines, you double the amount produced for the same amount of ingredients. Additionally, your newfound knowledge in the production of medicine allows you to make many magical potions and salves.
Medicine: Create Alchemic Medication. You can now create nonmagical medication to treat any symptom you have training in treating at double the quantity of doses for the same cost. In addition to medications granted by your other medical trainings, you can produce medications which suppress one condition without a check by spending one hour with alchemist's supplies. For every 1GP worth of alchemical reagents you use, you can produce 2 doses of medicine which will suppress and grant advantage on saves against one condition of your choosing, up to a maximum number of doses equal to double your proficiency bonus plus double your Intelligence modifier per hour. This medication's effects last for a number of hours equal to your Wisdom modifier once applied. You can choose whether the medication is topical (applied to the skin of an affected part of the body) or ingested (swallowed) when you create it. Topical medication can be applied to another creature even if the creature is unconscious, and takes an action to apply. Ingested medication can be swallowed as a bonus action, but must be able to be swallowed by the creature it is being applied to. Ingested medication can be in the form of a pill or a liquid.
Medicine: Create Potion or Salve. By employing magic and alchemy in equal parts, you have learned to create magic potions which convey the effects of a spell to whatever ingests them. When creating a magic potion or salve, you may either choose an existing potion or salve in the magic items list to reproduce, or you may choose to create a custom magic potion or salve using your own prepared spells and custom ingredients. The tables below show the necessary Intelligence DC to beat using Alchemist's Supplies, the necessary spell level used to create the potion or salve, the item rarity of the potion or salve, and the ingredient cost per potion or salve created, as well as the number of charges a potion or salve will possess once created for custom potions and salves.
Premade Potion or Salve Creation Table
|
Potion or Salve Rarity |
Intelligence (Alchemist's Supplies) DC to create |
Spell Slot Levels Used |
Ingredient Cost Per Item |
|---|---|---|---|
|
Common |
11 |
Cantrip and 1st |
25 GP |
|
Uncommon |
13 |
1st and 2nd (cast at 2nd) |
100 GP |
|
Rare |
15 |
3rd - 4th |
250 GP |
|
Very Rare |
17 |
5th - 6th |
500 GP |
|
Legendary |
20 |
7th - 8th |
1,000 GP |
|
Artifact |
25 |
9th |
2,500 GP |
Custom Potion or Salve Creation Table
|
Potion or salve Rarity |
Intelligence (Alchemist's Supplies) DC |
Minimum Spell Slot Level Used |
Maximum Spell Level Used |
Max Charges or Doses Created per Potion or Salve |
Gold Cost per Potion or Salve |
|---|---|---|---|---|---|
|
Common |
10 + Spell Level Used |
Cantrip |
1st |
Intelligence Modifier + Proficiency Bonus |
20 + 5* number of charges produced |
|
Uncommon |
11 + Spell Level Used |
1st |
2nd |
Intelligence Modifier + Proficiency Bonus |
75 + 5* number of charges produced |
|
Rare |
12 + Spell Level Used |
2nd |
4th |
Intelligence Modifier + Proficiency Bonus |
200 + 10* number of charges produced |
|
Very Rare |
13 + Spell Level Used |
4th |
6th |
Proficiency Bonus |
450 + 10* number of charges produced |
|
Legendary |
15 + Spell Level Used |
6th |
8th |
Proficiency Bonus |
900 + 50* number of charges produced |
|
Artifact |
17 + Spell Level Used |
8th |
9th |
Proficiency Bonus |
2,500 |
When creating an existing potion or salve, you must use a spell that generates a comparable effect to the effect of the potion or salve created, at a spell slot level usable for its rarity.
When creating a custom potion or salve, the potion or salve will transfer the effects of whatever spell is used in its creation to whatever uses the potion or salve, or whatever it is used on. It will use all of the statistics of the spell, and your spellcasting ability and save DC (if applicable) at the time of creating the potion or salve. Spells used for these potions and salves must be cast at their minimum spell slot level presented, and cannot be of a base spell level (the lowest possible level at which the spell can be cast) higher than what is permitted for its rarity. However, you can cast a spell at any level up to this level.
When producing a magic potion or salve, common potions take 6 hours to produce, uncommon potions take 12 hours, rare potions take one day, very rare potions take three days, legendary potions take one week, and artifact potions take one month. These times are mostly the time for the magics in the potion or salve to ferment, set, or distill. When beginning a potion or salve, four hours must be spent preparing the ingredients and creating the mixture base for the potion or salve, but only one hour per day must be spent actively attending to its production after the first day. Each day a potion or salve takes to create, the spell used in its creation must be cast at its lowest level upon its mixture as part of tending to it in order to continue the process, and each casting of a spell uses any material components required for the spell. This must be done within two hours of the time at which the potion or salve mixture was initially begun on the first day. If the spell is not cast during this time, the potion or salve has a 10% chance to fail for each time the time window is missed, so long as the spell is cast upon it once before the next day. If the spell is not cast before the next day, the potion or salve fails and all of the spell materials and half of the reagents used in its production are wasted.
Toxicology Studies
The study of toxicology teaches many things, including how to both treat and create poisons. You gain proficiency with a poisoner's kit, as well as new ways to employ both it and an herbalism kit. Your understanding of poisons also allows you to remove poisons with your healing spells.
Healing: Cleanse Poisons. Any time you cast a spell that would restore hit points, you can also cause that spell to affect one poison currently afflicting the creatures affected by it. If your spell save DC is higher than the save DC of the poison afflicting a creature, it cures that poison. If it is lower than the save DC, it instead suppresses the poison's effects for a number of minutes equal to your Intelligence Modifier + the spell's level.
Medicine: Create Antitoxin. By spending one hour performing an Intelligence check with alchemist's supplies, an herbalism kit, or a poisoner's kit, you can create an antitoxin. This antitoxin affects one type of poison: Corrosive (Acidic, typically made with plants or non-metallic elements), Metallic (made using heavy metals), Phytotoxic (strictly plant-based), or Zootoxic (venoms and other toxins produced by non-plant creatures). This antitoxin can suppress the effects of a poison of its type for a number of minutes equal to your Wisdom Modifier whose Save DC is no more than 5 higher than the medicine check applied to the poison, and can cure any poison of its type that the medicine check beats the DC of. You can choose to produce an antitoxin that treats a lower Save DC of poison than your actual roll, so on a roll of 20, you can produce an Antitoxin that treats DC15 metallic poisons, for example. This antitoxin costs GP equal to the DC of poison it is meant to treat, and you produce a number of doses equal to the total of your Intelligence Modifier + your Proficiency Bonus per medicine check.
Medicine: Treat Poison. By spending one minute with an herbalism kit or poisoner's kit, you can treat a creature that is afflicted by a poison. Make a Wisdom (Medicine) check against the save DC of a chosen poison afflicting a creature. If you succeed, the poison is cured at the end of the creature's next turn, though they might vomit or otherwise expel the poison. If you fail the check, you can suppress the effects of the poison for a number of minutes equal to your Intelligence Modifier.
Wound Care Studies
You have studied the finer points of wound care and basic surgery, giving you greater insight into how to treat injuries of various types. You can apply this knowledge to better heal with magics, or to better employ healer's kits or herbalism kits.
Healing: Mend Wounds. Any time you cast a spell which restores hit points or removes a status condition from a creature, your spell restores an additional 1d4 hit points to each target. This healing increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Medicine: Treat Wounds. By spending one minute expending a use from a healer's kit or utilizing an herbalism kit, you can treat the wounds and injuries of a creature. This restores 1d4 + your Wisdom modifier hit points to the creature you are treating. This healing increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.
Channel Divinity: Cleansing Surge
Starting at 2nd level, you can use your Channel Divinity to cleanse your allies and patients.
As an action, you can expend one use of your channel divinity to let loose a surge of cleansing energies. Each creature you choose within 60 feet of yourself instantly regains a number of hit points equal to 1d4 + your Wisdom modifier. Additionally, each affected creature may make a new saving throw at advantage against one condition they are suffering, made against the initial or most recent save DC of the condition, ending the effect on a success.
Physician's Knowledge
Beginning at 6th level, you become a far more talented healer and medicant, having studied anatomy and medicine in great detail. Because of this knowledge, you gain expertise in the Medicine skill and with Herbalism Kits. Also, whenever you cast a spell or perform an action to remove or diagnose one condition, disease, or other effect from a creature, you can diagnose or remove one additional condition, disease, or effect that the spell or action could affect.
Healer's Specializations
Beginning at 8th level, your studies of medicine have begun to make you a true specialist in particular fields of medicine. When you gain this feature, and every 4 levels thereafter (12th, 16th, and 20th), you select one Healer's Specialization based on your previously chosen Medical Studies.
Healer's Specializations
Clinical Specialization
Your patients often remark that they feel better than they can ever remember feeling after receiving your care, whether due to lifted spirits or supernatural means. Any time you restore hit points to a creature using an action or spell, you grant a number of temporary hit points to that creature equal to your Charisma modifier and advantage on all saving throws. These bonuses last for a number of minutes equal to your Wisdom modifier, or until all of the granted temporary hit points are removed.
Healing: Clinical Care. Any time you restore hit points to a creature by magical or mundane means, you grant that creature a number of temporary hit points equal to your Charisma modifier that last for a number of minutes equal to your Wisdom modifier. So long as at least one of these temporary hit points remains, the creature has advantage on all saving throws.
Orthopedic Specialization
You have specialized in the treatment of musculature and bones. You can now cause your healing spells to heal or harm the undead, either restoring hit points or inflicting necrotic damage equal to whatever the spell would normally restore. Additionally, any time you turn undead or cast a spell which deals damage, you can inflict additional necrotic damage to any undead affected by you turn undead or your spell.
Orthomancy: Taxidermic Restoration. Whenever you cast a healing spell on an undead, or an area in which undead could be affected by it, you can choose for your spell to heal those undead or to inflict necrotic damage equal to the healing the spell would grant.
Orthomancy: Accelerate Decay. Whenever you use your channel divinity to turn undead or cast a damaging spell on the undead, you can inflict an additional amount of necrotic damage to each undead that fails its saving throw against being turned or the spell, or that is hit by the spell, equal to 1d6 + your Intelligence Modifier. This damage increases to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Pathologic Specialization
You have studied enough about diseases to have written several books on their causes, symptomology, and preventative measures against them. In this incredible well of knowledge, however, you gain the magical prowess to unleash and treat diseases on previously unseen levels, and your magics have manifested into a personal immunity to disease.
Morbumancy: Manifest Plague. As a ritual that takes 1 week and consumes 50,000 GP worth of alchemical reagents, including preserved and necrotized organic materials, you can produce an incredibly potent disease that you can unleash in a number of ways. When you perform this ritual, you must have an empty flask, vials, or sealed chest, included in the cost of the ritual, in which to contain this disease. A thick, viscous liquid containing the disease is formed through the course of the ritual, magically transmuting the pathogens within the materials used into a concentrated and magically augmented form contained within the liquid. Once you create a disease this way, you cannot make another for one month. When you create this disease, you may design the disease contained within the liquid within the following parameters:
- You may choose the means of transmission for the disease. It can be transmitted through airborne, blood, ingestion, saliva, skin contact, or waterborne means.
- You can choose what the disease can be transmitted to, able to select up to your Intelligence modifier in individual creature types it can transmit to. Creature types are those listed in the favored enemies able to be selected via the ranger class.
- The disease is transmitted if a creature fails a Constitution saving throw against your spell save DC when a creature is exposed. You can choose whether it lasts for a fixed duration up to a number of months equal to your proficiency bonus, or until a creature passes a number of consecutive saves against the disease equal to your Intelligence modifier, made at the start of each day. It can still be cured by medical or magical means with sufficient skill or high enough spell level regardless of the choice made.
- You can choose whether this disease can be cured by lesser restoration, or if it requires a higher level casting. If you choose for it to require higher level magics to cure, it will not be able to removed except by casting a spell that removes diseases at a level equal to or higher than the maximum spell level you possess spell slots for at the time of creating the disease.
- You can choose a number of symptoms this disease carries equal to your proficiency bonus. Symptom choices are covered in more detail, below.
Diseases made this way can survive in a dormant state indefinitely until unleashed, and will spread to the best of their ability once released. Whatever you initially apply the liquid to in order to release the disease will grant it a new transmission type corresponding with what it is put into. For example, if poured into water, it could gain waterborne, skin contact, or ingestion as a means of transmission. There are many symptoms a disease can carry, below is a list of those you could choose, though if a symptom not listed below is desired, you can discuss with your DM, and with their approval, add a different symptom in place of one of those listed. You may add an additional symptom for 10,000 GP worth of reagents, and a number of additional symptoms equal to your Intelligence modifier can be added this way.
- Any creature suffering this disease is subject to one of the following conditions while it is: blinded, deafened, poisoned, this may be chosen multiple times, selecting a different condition each time.
- Any creature suffering this disease has disadvantage on ability checks and saves for one ability score you choose. This can be chosen multiple times, choosing a different ability score each time.
- After failing a number of consecutive Constitution saves equal to or greater than 30 minus your Cleric Level, one made each dawn, against the disease kills, paralyzes, or petrifies those that contract it (your choice).
- A creature afflicted with this disease must make a Constitution saving throw each time they attempt to take a short or long rest. If they fail this save, they suffer 1 level of exhaustion and halve any hit points they would regain from expended hit die.
- Any creature afflicted with this disease must make a Constitution Saving throw each hour against this disease's save DC. On a failure, they suffer 1d10 Necrotic damage and begin coughing or sneezing violently, interrupting any rest they are attempting to take and causing them to be stunned for 1 minute.
- A creature afflicted with this disease suffers 1d4 Necrotic or Poison damage (you choose when creating the disease) every hour as the disease spreads necrosis through its victim.
- Any creature afflicted with this disease suffers insomnia and must make a Wisdom saving throw against the disease's resist DC in order to perform a short or long rest.
- A creature suffering this disease has all of its movement speeds reduced by 10 and suffers disadvantage on its initiative checks.
- A creature that dies from this disease is reanimated as an undead, usually a zombie or a ghoul, based on how many hit die it possesses. You do not have control over these undead, but any wound inflicted by undead created by this disease will cause a creature to make a Constitution saving throw against contracting the disease.
- The disease lays dormant for a number of days up to your Intelligence modifier + your proficiency bonus. All other symptoms of the disease that have a rolled or numeric effect are increased by the number of days it lays dormant for, and the DC to diagnose or treat it medically are increased by your Intelligence modifier.
Morbumancy: Purge Diseases. As an action, you can remove even the deadliest of diseases from a 30 foot radius centered on you. Any disease or plague that could be cured by a spell of a level equal to the highest spell level you can cast is cured within this radius, and any substance that would carry a disease is purged of it. You can do this a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest.
Pharmaceutical Specialization
Your time spent creating medicines and potions has lent you a great deal of knowledge in how to more effectively produce and employ both medication and potions. You gain expertise with alchemist's supplies. You also gain the ability to create panaceas and improve any medication or potion through alchemic means.
Medicine: Create Panacea. By spending one day performing a DC20 Intelligence check using your Alchemist's supplies, you can create a number of doses of Panacea up to your proficiency bonus + your Intelligence modifier, consuming 250 GP worth of alchemic reagents per dose created. Panacea is a wonder drug that does the following:
- Immediately cures all diseases and ends all instances of the poisoned condition.
- Immediately ends the blinded, deafened, paralyzed, and stunned conditions.
- Removes 2 levels of exhaustion.
- Restores 1d4+1 points of any drained or damaged ability scores. Roll the amount restored separately for each ability score affected.
- Restores the creature's hit point maximum to its normal value if it was decreased.
- Restores 1 level that was lost via level drain.
It is a very rare item, and when used against effects such as plagues or diseases that require a spell stronger than lesser restoration to cure, it counts as a restorative spell of a level equal to the highest spell level you could cast at the time of creating it.
Medicine: Augment Medicine or Potion. By spending one hour and performing an Intelligence check using your Alchemist's supplies, you can augment a number of individual pieces of medication, potions, or salves up to your proficiency bonus + your Intelligence modifier, consuming 25 GP worth of materials for each item augmented. You can only augment medications, potions, and salves of the same type each time you do so, and the DC you must beat is 15 for nonmagical medications, or equal to the craft DC of the potion or salve if it is magical. The augmented item receives the following benefits:
- Any duration the item's effects has is doubled.
- Any rolled value, such as restored hit points or damage dealt, is increased by your Intelligence Modifier.
- All save DCs the item grants, and the save DCs it is effective against, are increased to your current spell save DC if it is higher.
Toxicology Specialization
You have specialized in the field of toxicology, the study of poisons, and have learned the finer workings of harmful chemicals within the body. You gain expertise with poisoner's kits. Additionally, you learn to make concentrated toxins and to enhance poisons of all sorts that you come in contact with, as well as the ability to make antidotes for them.
Medicine: Create Concentrated Poison. By spending one hour performing a DC20 Intelligence check using your poisoner's kit, you can produce a number of doses of concentrated poison equal up to your proficiency bonus + your Intelligence modifier, consuming 250 GP per dose produced. This poison takes 24 hours to set after this hour is completed, reducing its Save DC by 5 and its effects by 1/2 until it finishes setting. When you create this poison, you choose what type of poison it is and its means of application (contact, ingestion, inhalation, or injury). If the poison is applied via contact or injury, an item coated in it can apply to a number of targets or attacks up to your proficiency bonus. If the poison is ingested, each dose can affect a number of meals or cups of fluid equal to your proficiency bonus. If the poison is inhaled, you may choose for it to be a coating that lasts for a number of hours equal to your proficiency bonus when applied to an object, surface, or substance, or you may choose for it to be a gas bomb which releases a cloud. The cloud extends a number of feet equal to 5 times your proficiency bonus and lasts a number of rounds equal to your Intelligence modifier, on until blown away by moderate or stronger winds, affecting any creature within it each round they start their turn in it or the first time they enter it on each of their turns.
This poison causes a creature afflicted with it to be poisoned for a number of hours up to your Intelligence Modifier + your proficiency bonus, or a shorter duration you specify when you create it. It also causes a creature poisoned by it to suffer a number of effects from the following list up to your proficiency bonus, chosen when you create the poison:
- The creature is unconscious while under the poison's effects and appears dead. An Intelligence (Investigation) or Wisdom (Perception) check of a DC equal to your spell save DC will reveal that they are still alive.
- The creature must make a Constitution saving throw against the poison's save DC at the start of each of its turns, suffering 1d6 poison or necrotic damage, chosen when the poison is created, on each failed save. If the creature makes a number of consecutive successful saves equal to your Intelligence modifier, the poison's effect ends. This effect may be chosen up to twice. If chosen twice, it deals both damage types each time the creature makes its save, but the creature only needs to make one save against both damage types.
- The creature suffers 2d10 + your Intelligence modifier as poison or necrotic damage, chosen when the poison is created, when they come in contact with the poison or half as much if they succeed their save against becoming poisoned. Each hour the creature is poisoned, the creature must make a Constitution save against the poison's save DC, suffering an additional 2d10 + your Intelligence modifier damage of the chosen type on a failed save or half as much on a successful one. This effect may be chosen up to twice. If chosen twice, it deals both damage types each time the creature makes its save, but the creature only needs to make one save against both damage types.
- The creature cannot regain hit points while affected by the poison.
- The creature has disadvantage on all ability checks and saves with an ability score you choose when creating the poison while under the poison's effects. This effect may be chosen multiple times, selecting a different ability score each time.
- The creature suffers one of the following conditions chosen when creating the poison while poisoned by it: blinded, deafened, or paralyzed. This effect may be chosen multiple times, selecting a different condition each time.
- While poisoned, a creature experiences an extreme emotion chosen when the poison is created. Rage will cause the creature to be hostile to any creature it can see or hear. Fear will cause the creature to be frightened of any creature they can see or hear. Joy will cause the creature to be friendly to any creature it can see or hear. Sadness will cause a creature to be apathetic to all events in its surroundings, and compel them to not resist any actions, nor respond to any events happening in their proximity.
- While poisoned, a creature's current and maximum hit points are reduced by your Cleric level + your Intelligence modifier + your proficiency bonus. If this would reduce a creature's hit points to 0, their hit points are reduced to 1 and they are incapacitated until the poison's effects end or they die.
- The poison does not take immediate effect. After failing a constitution save against the poison, it remains dormant in a creature's system for a number of hours up to your Intelligence modifier chosen when creating the poison. During its dormant time, the poison has no effect. After the dormant period, the poison takes effect normally, beginning its effect duration at that point. The poison's save DC is increased by the duration (in hours) of the dormant period, and its effect duration is increased by a number of hours equal to the length of the dormant period.
Medicine: Create Targeted Antitoxin. Any time you create a poison, you can create a number of doses of antitoxin for that poison up to your Intelligence modifier + your proficiency bonus, consuming an additional 5GP worth of materials per dose created. These antitoxins will end the effects of the created poison and any poison of the same type whose save DC is equal to or less than the save DC of the created poison.
Medicine: Enhance Poison. By spending 1 hour performing an Intelligence check using a poisoner's kit or alchemist's supplies, you can enhance a number of doses of poison up to your Intelligence modifier + your proficiency bonus, consuming 5GP worth of materials for each dose affected. The DC of the Intelligence check is equal to the crafting DC of the poison, or its save DC, whichever is higher. An enhanced poison receives the following benefits:
- The poison's save DC is increased to your spell DC if it is higher than the poison's original save DC.
- Your Intelligence Modifier is added to the duration of the poison, and to any damage it inflicts.
- The poison ignores resistance to poison damage for the sake of damage it inflicts.
Wound Care Specialist
Your studies in the sciences of wound care and surgical sciences has lead you to becoming an incredible physician, and those talents have extended to your magical healing, your magics moving with improved precision and more effectively treating wounds. Any healing spell you cast restores additional hit points equal to 1+ the spell's level. Additionally, you can now use your various tools of medicine to perform more advanced wound care and surgical procedures.
Healing: Targeted Healing. Any time you cast a spell that restores hit points or removes a status condition, that spell restores additional hit points equal to 1 + the level of the spell and grants the creature advantage on all Constitution saving throws for 1 hour.
Medicine: Dedicated Wound Care. By spending 1 hour treating a wounded creature with a healer's kit, herbalism kit, or alchemist's supplies, you restore hit points equal to 5d10 + your Wisdom modifier to that creature. You can make up to 5 Wisdom (Medicine) checks or use your Treat Wounds action up to 5 times on the creature during this time to treat any other conditions they are suffering from. This action consumes 2 uses of a healer's kit, if used, and 25GP worth of medicinal materials.
Medicine: Minor Surgery. By spending 5 minutes and performing either a Wisdom (Medicine) check using a healer's kit or an Intelligence check using a herbalism kit or alchemist's supplies, you can perform a minor surgery, such as stitching wounds or removing shrapnel from the skin, and advanced wound care on a creature. The treated creature regains hit points equal to 1d10 + the result of your Medicine check or your Intelligence check. This can also treat one physical condition, injury, or ailment the creature is suffering from that your ability check beats the Medicine DC to treat.
Medicine: Perform Surgery. By spending 1 hour performing intensive surgery on a creature, performing either a Dexterity or Intelligence check utilizing a healer's kit, herbalism kit, or alchemist's supplies, you can treat even drastic injuries and wounds. This consumes 2 uses of a healer's kit if one is used, and 50 GP worth of medicinal materials. This treats all physical ailments, injuries, or other such effects the creature is suffering that your ability check beats the Medicine DC of and restores 5d20 + the result of your ability check worth of hit points.
Master Practitioner
Starting at 17th level, any time you would restore hit points to a creature in any way, you increase the number of hit points you restore by 20 .
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