Base Class: Artificer
The Physickers take pride in the complicated, interesting ways they have found to solve the problems the creatures of the world encounter. A Physicker can use needle and thread to seal the most grievous of wounds, or apply their own subtle touch of magic to tools and blades to safely cope with dangerous injuries. A good Physicker can save even the most endangered of lives.
Medicine Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with the Medicine skill.
Physicker Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Physicker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Physicker Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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|
13th |
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|
17th |
Combat Medic
When you adopt this specialization at 3rd level, you learn the methods upon which a creature can be mended through mundane means; your arcane touch and powerful intellect can repair and heal many injuries and ailments.
You may take 10 minutes to perform a Medicine check using a Healer's Kit on a target creature. You restore an amount of hp equal to the roll of the Medicine check. You may choose to roll the Medicine check at disadvantage in order to perform it as an action, with a DC of 10. Upon a failure, you expend 1 charge of the Healer's Kit but with no effect on the creature. Any creature you have used the Combat Medic ability upon successfully becomes immune to it's effects until that creature has completed a long rest.
Careful Doctoring
At 5th level, you become adept at hiding your actions to benefit your patients in combat. When you use an action or an ability to restore any of the hitpoints of a creature, you impose disadvantage on any attacks targeting you until the beginning of your next turn.
You have become adept at assisting your allies in motion. When you restore a creature from unconsciousness, you can upright them from prone as a free action. When using an action to move a willing or unconscious ally of the same size category as you, you can move the full distance of your movement.
Emergency
Starting at 9th level, you have learned what to look for in moments of crisis, and you can use that adrenaline rush to your advantage.
When an ally you can see either receives an amount of damage greater than or equal to half of their maximum hitpoints, or they fall unconscious, you can use your reaction to move 30 feet in the direction of that ally without provoking attacks of opportunity. If you come within 5 feet of the target ally with this movement, you can roll and expend 1 Artificer hit die to heal them for that amount. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Anesthesia
At 15th level you have learned the medicines and chemicals that can deaden the nerves, aiding in healing and numbing injuries.
When you restore a creature from 0 hitpoints to consciousness, that creature gains the following benefits:
- All damage incoming to the target is reduced by 5 for a number of rounds equal to your intelligence modifier, for a minimum of 1.
- The creature gains 5 temporary hitpoints.
- Until the creature's next turn, all incoming attacks targeting it are at disadvantage.
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