Base Class: Artificer
After extreme practice and study in medicine you have become a Doctor in your own right. You may not have the divine powers of godly folk nor the healing powers of the fey, you do however have your mind. You know how to bend the magic of science to your will and create your own arcane arts. You use your gifted mind to heal the wounds of those unfortunate enough to succumb to the many horrors of the world. You possess many gifts, not many of them are unique to you, the greatest gift of all; You know how to turn a blade of war into a healing instrument.This is the true magic of a Doctor.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with the herbalism kit, assuming you don’t already have it. You also gain an herbalism kit for free—the result of arduous medical practice you’ve done as you’ve prepared for this specialization.
Crafting. If you craft a potion in the healing category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Doctor’s Bag. You gain a healer’s kit for free. You are adept at keeping your healer’s kit stocked, as a result your healer’s kit replenishes 1d4 + 2 charges after a long rest at no cost to you. You may spread this recharge effect across multiple healer’s kits if you possess more than one kit. Should you have no healer's kit, this feature instead creates a new one with 4 charges left.
Doctor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Doctor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Doctor Spells
Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Roadside Surgeon
At 3rd level, you practice medicine through the arts of knowledge and experience rather than Divine powers. As a result, when you are faced with a medical emergency, you will either know how to help or how to find out. You may add your Intelligence modifier when using the Medicine skill.
Additionally, if you or another creature loses a limb and no more than 24 hours have passed, you may expend 3 charges of your healer’s kit in an attempt to reattach the limb during a long rest. You must make a Wisdom (Medicine) check against a DC equal to 8 + (number of hours since maiming). Assuming all conditions are met, the limb reattaches to the creature and regains its function. When you use a long rest to perform this class feature, you gain 1 level of Exhaustion as a result of your strenuous work through the rest.
DND MD
When you reach 5th level, your skills as a Doctor have risen ever higher and your healing spells are growing more beneficial. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Artificer level.
Caduceus
Starting at 9th level, you are bolstered by the effects of your healing spells. Whenever you use a spell of 1st level or higher to restore hit points to a creature, you gain temporary hit points equal to the spell's level + (your Intelligence modifier).
Additionally, when you use a healing spell at the start of your turn, you may use the Dodge, Dash, or Help action as a bonus action.
Medical Monarch
Upon reaching 15th level, no one is better at treating adventuring wounds than you. You’ve even become an expert in bringing the recently dead back to life. When you use a spell, such as raise dead, which has the sole effect of restoring a creature to life (but not undeath), you may substitute material components for healer’s kit charges to cast the spell. Each charge of a healer’s kit may replace 50gp worth of material components.
Previous Versions
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I like what you have done with this subclass. I am wondering if there is a way to leverage the Healer's Kit here. Since the game does not treat the healer's kit as a tool with which a character can be proficient, this could be a nice addition. Your Doctor's Bag is considered an Artificer tool for you, and therefore you are proficient with it. Your Doctor's Bag functions as a healer's kit. In addition to using it to stabilize a creature what if you could make an Intelligence check using proficiency with your Doctor's Bag to do things like neutralize a poison, remove certain conditions, cure an illness or disease, or stop the progression of an illness or disease. Maybe if the target is affected by a condition which reduces it's hit point maximum you are able to remedy this. All of these things could be subject to limitations of course. In this way we get to bring in more healing through medicine rather than magic.
Hi there, I just found this option and am fully behind the idea. I'd like to offer a few ideas and bits of constructive criticism for some of the features.
For Doctor's Bag, instead of getting the charges for free, perhaps it should be tied to an Investigation or Survival check? Especially considering the number of ridiculous terrains an adventurer can find themselves in, being able to produce charges for free seems a little strong, especially in relation to, and used with, the Healer feat (gain 1 hit point if stabilized by a healer's kit, can restore 1d6 + 4 + target's level in hit points, creatures can only be healed this way once per day). By reducing the potential number of charges gain, you encourage early-level Doctors to consider resorting to their funds to restore charges, which should be fairly limited that early in a campaign.
For Roadside Surgeon, a reattached limb should retain weakness for some time, so it's not just "free" for the user to drop bits and pieces of themselves. Considering the effect is magical in nature, maybe only a number of days? Such as 1d6 + a number of days equal to the number of hours since the maiming. And during that time, the creature has disadvantage on Strength and Dexterity skills and saving throws.
Lastly, for Caduceus, I feel as though Disengage should replace one of the given options. A bonus action disengage would be very useful for a healer who's almost entirely reliant on touch-based healing abilities; since it'll more than likely be used in response to battle damage, it could replace the Dash action, allowing them to quickly weave out of a pile of attackers and back into safety.
Otherwise, DND MD and Medical Monarch seem extremely useful and fairly balanced; the latter of which is especially so since it comes late enough in the game that resurrections won't be breaking the bank for the Doctor or their party.
my thoughts:
Doctor's Bag seems a little OP. I would say instead of having all that for free, you "attempt to scavenge" during a long or short rest. Roll an investigation or survival or something similar check and if you beat the DC (set by the DM), you scavenge 1d4 (no pluses) kit charges. If not, you couldn't find anything. But because of skill and other reasons, when you go to buy replacement uses of the kit, it is half cost.
Roadside Surgeon is good, but the limb should not be instantly usable. After reattachment, the creature must spend at least 1dX+Y weeks (something reasonable and "realistic") recovering or risk damaging the attachment. Reduce the number of weeks by each level of Cure Wounds used to speed healing.
I would add the "Disengage" action to the bonus action things in Caduceus
the rest looks neat and seems to fit the theme of a field surgeon of sorts.
1.2 is now live with some minor balance changes and a few typo fixes. Enjoy and remember to add the new version and upvote if you like it!