Base Class: Artificer
A Practitioner is master of revolutionary medicine. These Artificers use a combination of alchemy and machinery to replicate pre-existing magic and keep their patients alive. Some use their research to improve lifespans and cure diseases, while others have obsessions with inhumane medical experiements.
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 and the Medicine skill, assuming you don't already have them. You also gain a herbalism kit and a healer's kit for free ------ the result of tinkering you've done as you've prepared for this specialization.
Crafting. If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Additionally, replenishing a healer's kit on costs you half as much of the usual gold.
Practitioner Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Practitioner Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Spells
| Artificer Level | Spells |
|---|---|
| 3rd | mage armor, shield |
| 5th | calm emotions, warding bond |
| 7th | beacon of hope, counterspell |
| 13th | death ward, greater invisibility(aura of purity if you have it) |
| 17th | mass cure wounds, raise dead |
Valkyrie
At 3rd level, you build an Arcane Apparatus, a brass gauntlet usually strapped around the forearm. You use this apparatus to administer medicine, and can use it as an Artificer spellcasting focus, as long as you have another Artificer spellcasting focus on you.
Your Arcane Apparatus comes equipped with a short-range serum injection system typically called the Valkyrie (although your Artificer may have another name for it). As a bonus action on a turn where you do not take the Attack action, you can expend one charge of the Valkyrie to heal a creature other than you within 30 feet of you for an amount based on the Valkyrie table, plus your Intelligence modifier. Undead and Constructs cannot benefit from this healing. You regain all expended charges at the end of a long rest.
Additionally, you can use Intelligence instead of Wisdom for Medicine checks.
| Level | Die | Charges |
|---|---|---|
| 3rd | 1d6 | 2 |
| 4th | 1d6 | 2 |
| 5th | 1d6 | 3 |
| 6th | 1d8 | 3 |
| 7th | 1d8 | 4 |
| 8th | 1d8 | 4 |
| 9th | 1d8 | 5 |
| 10th | 1d8 | 5 |
| 11th | 1d10 | 6 |
| 12th | 1d10 | 6 |
| 13th | 1d10 | 7 |
| 14th | 1d10 | 7 |
| 15th | 1d10 | 8 |
| 16th | 1d12 | 8 |
| 17th | 1d12 | 9 |
| 18th | 1d12 | 9 |
| 19th | 1d12 | 10 |
| 20th | 1d12 | 10 |
Surgical Shell
Starting at 5th level, your restorative techniques include providing patients with extra layers of protection. Whenever you heal a creature with a spell, it gains temporary hit points equal to your Artificer level. These temporary hit points last until the end of your next turn. While a creature has these temporary hit points, you can choose to have any spell originating from you to instead originate from that creature.
Do Some Harm
At 9th level, the integration of your tools with your combat techniques allow you to better help your teammates. When an enemy creature makes an attack against an allied creature, you can use your reaction to gain advantage on the next weapon attack you make against that creature. This effect ends at the end of your next turn, regardless of whether or not you benefited from the advantage. You can use this feature a number of times equal to your Intelligence modifier, regaining all expended uses at the end of a long rest.
Medical Mastery
At 15th level, you have learned the deepest secrets of your craft, giving your medicine unrivaled potency. Whenever you cast a healing spell or use the Valkyrie, you can add twice your proficiency bonus to the amount healed. Additionally, you can add twice your proficiency bonus to Wisdom (Medicine) or Intelligence (Medicine) checks, and whenever you make a Wisdom (Medicine) or Intelligence (Medicine) check, you can treat a d20 roll of 7 or lower as an 8.
Previous Versions
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11/22/2019 8:54:52 PM
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