Artificer
Base Class: Artificer

Tech Healers gain the following abilities:

Medical Training

You gain proficiency in medicine and with the herbalism kit. Also you are immune to disease and can use your Wisdom instead of your Intelligence as your spell casting ability for artificer spells.

Tech Healer Spells

 You always have certain spells prepared when you reach particular levels, starting when you choose this subclass at 3rd level, as shown in the Tech Healer spells table below. These spells count as artificer spells for you but don't count against your number of spells prepared.

Tech Healer special Hallow mod.: when you cast the Hallow spell gained using this feature you can also choose to give it this ability:

  • O.R. Affected creatures gain the maximum number of hit points and 2d8 extra healing when affected by another spell or ability that restores hit points.

Tech Healer Spells:

Artificer Level

Spells

3rd

Cure Wounds, Divine Favor

5th

Prayer of Healing, Protection From Poison

9th

Mass Healing Word, Beacon of Hope

13th

Death Ward, Blight

17th

Mass Cure Wounds, Hallow

MedTech

Your tinkering has borne you a Personal Medical apparatus or, a Healing Droid companion (your choice):

Healing Droid

Healing Droid;

If you choose a companion it is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Healing Droid stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it walks, floats or rolls, and how it heals; your choice has no effect on its game statistics.

In combat, the Droid shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. The Droid will hear certain orders as recurring orders, for example the command "heal" will cause the Droid to spend its turns healing until it runs out of energy or is commanded otherwise. A list of recurring commands is on the Healing droid Stat block. If you are incapacitated, the Droid can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your medical or tinkerers tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Healing Droid returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new Healing Droid if you have your medical or tinker's tools with you. If you already have a Healing Droid from this feature, the first one immediately perishes. The Droid also perishes if you die.

P.M.A.

If you choose a Personal Medical Apparatus you craft a device that can be anything from a device worn on your back full of various medical equipment attached to small, precise, robotic arms, to a set of tentacles that heal with Medical Magic, or even an exoskeleton that covers your upper shoulders arms and some of your head. Whatever you choose the device will be controlled by your brain functions and operate as if a part of you. You determine the device's appearance, your choice has no effect on the following abilities you gain while wearing it:

  • While equipped gives a +2 to AC and does not count as armor or a shield.
  • You gain immunity to the poisoned condition and resistance to poison damage while wearing it.
  • You get advantage to all medicine checks while wearing this device.
  • All healing spells with a range of touch can be cast with a range of up to 25 feet while this is equipped as the spells are released as a soft beam of healing light, the extra appendages extend to fill the distance, or however your P.M.A. heals.
  • All healing spells cast with this device equipped adds 2× your PB to the amount healed. (This is bonus is also used in damage done with Harmacist active)
  • The device attaches to you and cannot be removed against your will. Also it can extend to cover one section of your body; Back (includes: shoulders, Upper and lower back) Upper torso (includes: head, shoulders, arms)legs (includes: lower back, hips, legs). If a missing limb is included in the section of your body the device attaches to it can work as a replacement. You can retract or deploy a helmet without an action if it has one.
  • You can equip or unequip the device as an action.

At the end of a long rest, you can create a new Medical Apparatus if you have your tinker's tools with you. If you already have a Medical Apparatus the first one is destroyed. It is also destroyed when you die.

Harmacist

You can activate and deactivate this mode as a bonus action. While active:

• Your healing spells, and your Droids healing Abilities now deal necrotic damage and can only be used on hostile creatures. When cast this way treat the healing spells as ranged spell attacks and add your spell attack mod to your d20 roll to hit. 
• All melee attacks made by you, if you're wearing your Medical Apparatus, or any damage done by your Healing Droid now gets 2× your PB in bonus necrotic damage

Full Body Scan

As a bonus action choose a creature you can see within 45ft, if the creature is hostile it must make a WIS saving through against your spell save DC or you get advantage on your next attack against that creature and can reveal two of these facts about the creature:

Resistances / Damage and Condition immunities / Vulnerabilities

If the creature is nonhostile or an ally it can forgo the saving throw. When you scan a friendly creature this way you learn all current Conditions afflicting it, gain advantage to medicine checks to fix any of those conditions and 2d4 extra healing for the next spell or ability you use on that creature that restores hit points before the start of your next turn.

You can use this feature a number of times equal to your WIS + PB, all uses get restored after a long rest

Restorative Gel

You've created the perfect healing material. After a long rest you can roll 1d4 to decide the amount of uses of this gel you managed to craft for that day, if left unused the gel goes bad before the next sunrise (after your next long rest). When used this gel counts as the spell Regenerate and can only be used once per target per day.

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