Artificer
Base Class: Artificer

Not every artificer dreams of creating cannons and mechanical soldiers. Some devote their intellect to understanding the body instead of destroying it.

Physicians combine alchemical science, anatomical expertise, and ingenious medical devices to perform miracles some mistake for magic. Their tools include surgical kits, stimulant injectors, trauma foam, regenerative compounds, and lifesaving field equipment.

On dangerous expeditions, a Physician is often the most valuable member of the crew. While others fight monsters and enemies, the Physician fights against the Grim Reaper.  

Level 3: Medical Officer

Beginning at the 3rd level, your studies have focused on preserving life through anatomy, chemistry, and emergency medicine rather than the construction of weapons. 

You gain proficiency  in the Medicine skill. If you already have proficiency in Medicine, your proficiency bonus is doubled for any ability check you make using that skill. 

You also gain proficiency with the Herbalism Kit fi you do not already possess it.

Whenever you cast an artificer spell that restores hit points, the target regains additional hit points equal to your intelligence modifier (minimum of 1)

Your artificer spells and calss features may be flavored as advanced medical science rather than traditional magic. Healing may take the form of injectable stimulants, surgical treatment, regenerative compounds, trauma foam, nanotechnology, or other medical devices appropriate to your setting. 

Level 3: Trauma Kit

Beginning at the 3rd level, you carry a specialized medical bag stocked with bandages, splints, alchemical remedies, injectors, and emergency medical tools

You can use your kit the number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. 

As a bonus action, you can expend one use of your trauma kit to treat yourself or a creature within 5 feet. Choose one of the following effects: 

  • Stim Injection: The target regains hit points equal to your Trauma Kit healing die + your intelligence modifier
  • Adrenaline Shot: The target immediately stand from prone without expending movement
  • Focus Serum: The target has advantage on the next saving throw it makes before the start of their next turn
  • Trauma Foam: A creature at 0 hit points becomes stable

Level 5: Battlefield Assessment

Beginning at the 5th level, your medical training allows you to quickly evaluate injuries, enemy movements, and tactical opportunities.

As a bonus action, choose one creature you can see within 60 ft. Until the start of your next turn, apply one of the following assessments: 

  • Vital Strike: The first attack made against the creature deals an additional 1d8 damage
  • Stim Boost: The next creature damaged by the target regains an additional 1d8 hit points from the next source of healing it receives before the end of your next turn
  • Predictive Medicine: The next saving throw made against an effect created by the target is made with advantage

You can use this feature the number of times equal to your intelligence modifier (minimum of 1) and you regain all expended uses when you finish a long rest.

Level 9: ICU

Beginning at 9th level, you have mastered emergency trauma care. 

When a creature you can see within 30 feet would be reduced to 0 HP, you can use your reaction to cause it to drop to 1 HP instead.

Once you use this feature, you can't use it again until you finish a short or long rest. 

(I see you... and you're not dying today.)

Level 15: Master Physician

Beginning at 15th level, your mastery of medicine borders on the extraordinary. 

Whenever you restore hit points to a creature using an artificer spell or your trauma kit, choose one of the following effects: 

  • Rapid Recovery: The target ends one of the following conditions: Blinded, Deafened, Frightened or Poisoned.
  • Stabilizing Surge: The target gains temporary hit points equal to your intelligence modifier
  • Renewed Vigor: The target may immediately use it reaction to move up to half its speed without provoking opportunity attacks

Whenever you restore hit points to a creature using an artificer spell or Trauma Kit, that creature cannot be reduced to below 1 HP until the start of your next turn. Once a creature benefits from this effect, it cannot benefit from it again until it finishes a short or long rest.