Artificer
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

3rd

cure wounds, sleep

5th

gentle repose, warding bond

9th

magic circle, revivify

13th

death ward, resilient sphere

17th

greater restoration, raise dead

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

Name Date Modified Views Adds Version Actions
11/20/2019 12:19:29 AM
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