Base Class: Artificer
A Physick is an artificer who specializes in healing and repairing creatures and constructs in need of their services. Part tinker's design and part magical artistry, the Physick's bag of tricks rivals the healing power of the strongest divine practitioners without the assistance of any gods or goddesses.
The Physick creates the living mechanisms of their trade, automata, through a combination of engineering, alchemy, and wizardry. Small, nearly autonomous devices that quickly cut, suture, patch, cauterize, and even amputate doing the work of the divine in short order. Working in clusters with a shared mind - the direction of the Physick, who has a telepathic connection with their creations - the results of the Physick's work are indistinguishable from thaf of the god-directed.
It's not all magic though. A Physick must have extensive training in anatomy, disease treatment, trauma care, blood letting, and diagnostic skill to be able to direct the work of their wee charges. Little surgeons - and mechanics in the case of warforged patients - who never tire or complain. Who don't accept or expect payment. Who aren't arrogant or godlike in their self-assessment. Who shut down when not needed and wake instantly when need arises.
Add chemist to the resume as well - the creation of potions, infusions, medicinal compounds, anodynes, and cold remedies are all part and parcel of the Physick's trade.
This doesn't describe the totality of the Physick's skills though. They still have the abilities of the typical artificer absorbed in their tinkering and crafting. They can inflict damage as well as mend it. They can be your party's trap monkey, locksmith, and secret door locator. And, as welcome as their divine presence may be at times, they can fill the role of healer as well as any priestly party member can without the sanctimony and self-righteousness.
Bonus Proficiencies
Starting at 3rd level, a Physick has twice proficiency in the Wisdom (Medicine) and Intelligence (Nature) skills. They also have proficiency in Wisdom (Insight), Wisdom (Perception), and Intelligence (Investigation).
A Physick also gains proficiency with Alchemist's Supplies and Herbalism Kits and weapon proficiency with the weapon of choice of courtiers and nobles: rapiers.
Expanded Spell List
Starting at 3rd level, a Physick gains access to certain spells from a cleric's spell list. When cast by an artificer, their spellcasting ability is Intelligence rather than Wisdom.
EXPANDED SPELL LIST
Artificer Level Spells
3rd Guiding Bolt, Healing Word
5th Prayer of Healing, Zone of Truth
7th Dispel Magic, Mass Healing Word
9th Banishment, Locate Creature
11th Mass Cure Wounds, Raise Dead
Mend and Repair
Starting at 3rd level, you can use your automata to heal flesh or repair machinery for 1d8 + your INT modifier hit points a number of times equal to your INT modifier. The task of putting these automata to work takes 1 action and the work takes 3 turns to complete.
The automata can be sent up to 30 feet away from the Physick. If the repairs are to be made in the middle of combat, a quick job can be done in 1 round, but the hit points restored are half what is rolled rounded down.
Mend and Repair die increase by an additional d8 every 3 levels: 2d8 + your INT modifier at 6th level, 3d8 at 9fh level, 4d8 at 12th level, 5d8 at 15th level, and 6d8 at 18fh level.
Healing Cloud Grenades
Starting at 3rd level, a Physick can manufacture grenades designed to release a cloud of healing vapor to affect multiple allies. These grenades are created in batches of a particular potency and quantity at different levels.
It takes a day to create a batch of these grenades, and the magic imbued in them has a shelf life of three days. After that, the grenades are useless.
A maximum of 4 grenades can be carried by anyone at a time. Throwing a grenade costs 1 action.
There is a thrown range of 20 + 10 x a thrower's STR bonus feet, and the healing cloud produced by the grenade affects all allied creatures in a 10 foot radius.
A variant of these grenades, Grenades of Repair, for constructs, can be made as well. All of the information that applies to the Healing Cloud Grenades applies to the Grenades of Repair.
HEALING CLOUD GRENADES/GRENADES OF REPAIR
Level No. Grenades HP Recovered
3rd 3 1d8 + INT mod
6th 3 2d8 + INT mod
9th 2 3d8 + INT mod
12th 2 4d8 + INT mod
15th 1 5d8 + INT mod
18th 1 6d8 + INT mod
Medicinal Spirits
Starting at 3rd level, the Physick can concoct a number of potions of healing/oils of repair equal to their INT modifier once per day. These concoctions heal/repair 1d8 + INT modifier hit points when imbibed/applied which takes one action.
The number of healing dice rolled for these concoctions scales with level. At 6th level they heal 2d8 + INT modifier hit points, at 9th level 3d8, at 12th level 4d8, at 15th level 5d8, and at 18th level 6d8 + INT modifier hit points.
These potions have a shelf life of 3 days after which they no longer have any effect.
Cure Condition
Starting at 5th level, a Physick's automata can diagnose and reverse any condition, disease, or ailment on a successful Wisdom (Medicine) skill check if enemies are within 100 feet. If there are no enemies visible and the environment is less stressful, this check is made at advantage. This ability takes 1 action to begin and 3 turns to complete.
Conditions that can be reversed are Blinded, Deafened, Exhausted (1 level), Incapacitated, Paralyzed, Poisoned, and Unconscious.
This ability can be used once per short rest.
Ointments and Oils
Starting at 5th level, a Physick can create ointments and oils that remove negative conditions: Blinded, Deafened, Exhausted (1 level), Incapacitated, Paralyzed, Poisoned, and Unconscious.
The Physick can create a number of ointments and oils, good for one application, equal to their INT modifier per day. These ointments and oils have a shelf life of 3 days after which they are rendered inert and ineffective.
Condition Altering Grenades
Starting at 5th level, a Physick can create grenades that remove negative conditions: Blinded, Deafened, Exhausted (1 level), Incapacitated, Paralyzed, Poisoned, and Unconscious.
The Physick can create a number of these grenades equal to their INT modifier per day. These grenades have a shelf life of 3 days after which they are rendered inert and ineffective.
Grenades have a thrown range of 20 + 10 x the thrower's STR modifier. Their area of effect is a 10 foot radius. Only four grenades total, of any type, may be carried by 1 individual at a time.
Oil of Reanimation
Starting at 9th level, a Physick can create one application of Oil of Reanimation per day. The oil, when applied and after 1 hour, restores a creature or construct to their maximum hit points and removes any negative conditions if they have been dead less than 1 hour. If they have been dead more than 1 hour, the oil has no effect.
Restore Life
Starting at 9th level, the Physick can use their automata to restore life or functionality to any creature that has been dead less than 1 hour. When brought back, the creature has half their maximum hit points total and suffers from 1 level of exhaustion.
If a creature has been dead more than 1 hour, they can still be restored. Up to 5 hours, revival can still take place on a successful Wisdom (Medicine) skill check. If dead up to 10 hours, revival can still take place but the skill check is made at disadvantage.
If a creature has been dead for more than 10 hours, it can't be revived by this method. This method can only be used once per long rest.
Ounce of Prevention
Starting at 9th level, you have enough knowledge of the healing arts and your own body and its systems, that you gain certain immunities.
Through diet, respect for your humors, regular bloodletting, leaching, and not a little magic, you have become immune to disease, necrotic damage, paralysis, and poison.
You also gain a +2 bonus to your CON saving throws and a +1 bonus to your CON ability score.
Healthy Body, Healthy Mind
Starting at 9th level, your health is in such a state of equilibrium and balance with the stars and planets that you have become resistant to psychic damage.
Elixirs of Benefit
Starting at 15th level, a Physick can concoct elixirs that temporarily raise selected ability scores by 2 points for 1 day. The Physick can create 2 of these elixirs per day and they have a shelf life of 3 days.
The ability score to be affected is decided when the elixir is created. More than 1 elixir can be imbibed at a time but only of different types. Elixirs of the same type do not stack. Further, these elixirs do not stack with any other temporary ability bonus except those found in magical items like weapons, jewelry, and armor.
Restoration
Starting at 15th level, a Physick can use their automata to completely restore a creature or construct to perfect condition - maximum hit points, all conditions removed, any exhaustion reversed, and any detached limbs or appendages replaced.
This ability can be used once per long rest.
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