{"name":"Physican","overview":"[u][h3][b]Physician[\/b][\/h3]\r\n[\/u]\r\nBeaten and bloodied, a warrior staggers before a hobgoblin\u00a0chieftain, ready for the final swing of the axe. Before the blow\u00a0can fall, a bespectacled dwarf darts in, hoists his beleaguered\u00a0ally, and pulls him to safety at the last moment.\u00a0\u00a0Death in his eyes, a raging barbarian shifts the weight of\u00a0his axe to one hand, pulling a small tablet from his pouch in\u00a0the other. He swallows it, and within moments his bulging\u00a0muscles ripple and strain against the skin. As he takes the\u00a0axe up in a combat stance and releases an inhuman scream,\u00a0his eyes now shot through with blood, an elven woman nods\u00a0approvingly and makes notes on a bit of vellum.\u00a0A pack of gnolls attending their flind doesn't notice as a\u00a0halfling with a syringe approaches quietly, managing to\u00a0deliver its payload directly into the flind's hide. The gnolls\u00a0take no especial notice as the flind begins to gibber and foam,\u00a0as flinds do, but they do notice when the flind lashes out at its\u00a0own pack, its fangs and flail biting deep into those it was\u00a0meant to lead.\u00a0\u00a0Through whatever field of research they pursue, a\u00a0physician is a cut above a simple healer or medic. They are at\r\nthe cutting edge of medicine in their world, using advanced\u00a0and experimental techniques to keep their friends alive and\u00a0the evils of the world at bay.\u00a0\u00a0\r\n\r\n[b][u][h3]Prepared for Anything[\/h3]\r\n[\/u][\/b]\r\nA physician's stock in trade is their medkit, a collection of\u00a0herbs, chemicals, powders, and other components with\u00a0which they prepare their medicine. Many of these\u00a0components are commonly found in the world, but it is only\r\nthe physician, through their painstaking research, who knows\u00a0precisely which components and in what amounts can\u00a0produce the desired effect. On the other hand, a physician\u00a0does not neglect their martial training, since their calling puts\u00a0them on the front lines of many a battlefield. They know they\u00a0must be ready to defend themselves for the work to continue.\r\n\r\n[u][h3]Insatiable Curiosity[\/h3]\r\n[\/u]\r\nMany physicians begin as common village doctors or medics\u00a0serving in a militia, but find themselves restless when they\u00a0absorb all there is to know of their trade. An ordinary doctor,\u00a0upon losing a patient to an unknown illness or a wound that\u00a0cuts too deep, might reflect upon the lesson that one cannot\u00a0save every patient. But a physician is plagued by these gaps in\u00a0medical practice through which some patients fall, and is\u00a0driven by a need to close them.\u00a0Depending on their research path, a physician might find\u00a0themselves testing the latest revision of a new tincture on\u00a0friend as well as foe. They have few qualms about\u00a0experimenting on live subjects, for how else is the art meant\u00a0to advance? A proper physician is already prepared with\u00a0techniques to mitigate any adverse reactions their unstable\u00a0brews might cause. These minor setbacks are a small price to\u00a0pay for new techniques and drugs that could save thousands.\u00a0\u00a0Other physicians, in coming to understand how certain\u00a0compounds interact with the body, realize the potential to use\u00a0that knowledge against their enemies. These physicians tend\u00a0to be less trusted by the common village medic, as their art is\u00a0seen as a perversion of medical science, but they are no less\u00a0capable of heroism as they use these techniques to destroy\u00a0terrible threats.\r\n\r\n[u][h3]Creating a Physician[\/h3]\r\n[\/u]\r\nConsider, when creating a physician, both how they came to\u00a0the practice of medicine and what caused them to break away\u00a0from it. Were they the only doctor in a small community? One\u00a0of several in a capital city? If they served in an army, did they\u00a0volunteer their medical services, or were they conscripted by\u00a0the king? Did they begin military service already knowing the\u00a0basics of medicine, or were they forced to learn on the job?\u00a0What was the incitement that caused their dissatisfaction\u00a0with their old practice? Was it a single incident, or a building\u00a0up of frustration over time? How did their community view\u00a0them both prior to and following their taking up a life of field\r\nresearch and adventure?\u00a0Due to the ethically shaky ground their research paths can\u00a0lead them down, physicians tend to be neutral or chaotic.\u00a0\r\n\r\n[u][h3]Quick Build[\/h3]\r\n[\/u]\r\nYou can make a physician quickly by following these\u00a0suggestions. First, make Intelligence your highest ability\u00a0score, followed by Constitution. Second, choose the Sage\u00a0background with the Researcher specialty.\u00a0\r\n","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per physician level after 1st","armorproficiencies":"All armor, shields","weaponproficiences":"Simple melee weapons, simple ranged weapons, shortswords, scimitars, and rapiers","tools":"Herbalism kit, poisoner's kit","savingthrows":"Intelligence, Constitution","skills":"Choose three from Medicine, Survival, History,\r\nNature, Insight, and Perception","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\na stainless steel scalpel (stats as dagger, cannot be\r\nthrown)\r\nan herbalism kit\r\na chain shirt\r\n(a) a shortsword or (b) a scimitar\r\n(a) a light crossbow and 20 bolts or (b) a shield","spellcasting":"","features":"[u][h3]Medkit[\/h3]\r\n[\/u]\r\nA physician's bread and butter is using the limited supplies in\u00a0their medkit to treat their allies. You have a number of medkit\u00a0points shown in your class feature table. When a class feature\u00a0calls for a saving throw, the DC is 8 + your Intelligence\u00a0modifier + your proficiency bonus. You regain all medkit\u00a0points at the end of a long rest in which you have access to\u00a0the natural world.\r\n\r\n[u][h3]Treatment[\/h3]\r\n[\/u]\r\nAs an action, you can spend 1 medkit point to dress the\u00a0wounds of a creature you can touch. The creature regains hit\u00a0points equal to half your Physician level rounded up + your\u00a0Intelligence modifier (minimum 1).\r\n\r\n[u][h3]Stabilization[\/h3]\r\n[\/u]\r\nAs an action, you can attend to a living creature you can touch\u00a0with 0 hit points to stabilize them with no check required.\u00a0\r\n\r\n[u][h3]Field Medic[\/h3]\r\n[\/u]\r\nAt 2nd level, you gain proficiency in both the Medicine and\u00a0Survival skills. If you already have proficiency with one or\u00a0both of these skills, your proficiency bonus in that skill is\u00a0\u00a0doubled.\u00a0\r\n\r\n[u][h3]Research Path[\/h3]\r\n[\/u]\r\nAt 3rd level, your field research has begun to bear fruit in one\u00a0of three fields you can commit to: Curative Methods,\u00a0Performance Enhancements, or Toxicology, all detailed at the\u00a0end of the class description. The path you choose grants you\u00a0features at 3rd level and again at 6th, 11th, and 17th level.\u00a0\r\n\r\n[u][h3]Ability Score Improvement[\/h3]\r\n[\/u]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\u00a019th level, you can increase one ability score of your choice\u00a0by 2, or you can increase two ability scores of your choice by\u00a01. As normal, you can't increase an ability score above 20\u00a0using this feature.\u00a0\r\n\r\n[u][h3]Diagnosis[\/h3]\r\n[\/u]\r\nUpon reaching 5th level, on thorough inspection during a\u00a0long or short rest, you can determine the cause of and cure\u00a0for an ally\u2019s condition. The DM will provide the details.\r\n\r\n[u][h3]Hobbling Strike[\/h3]\r\n[\/u]\r\nBy 5th level, you know the precise location of the muscles to\u00a0disable in order to hinder a foe's movement. When you hit\u00a0with a melee attack using your scalpel, you can use your\u00a0bonus action to force the target to make a Constitution saving\u00a0throw. On the first failed save, the target\u2019s walking speed is\u00a0halved for 1 minute. On the second failed save, the target\u2019s\u00a0speed is reduced to 0 for 1 minute.\u00a0\u00a0Creatures with non-humanoid limbs are immune to this\u00a0feature.\r\n\r\n[u][h3]Extra Attack[\/h3]\r\n[\/u]\r\nBeginning at 6th level, you can attack twice, instead of once,\u00a0whenever you take the Attack action on your turn.\r\n\r\n[u][h3]Antidote[\/h3]\r\n[\/u]\r\nWhen you reach 7th level, you can use an action to spend 2\u00a0medkit points to attend to a living creature you can touch in\u00a0order to remove one disease or one condition afflicting it. The\u00a0condition can be blinded, deafened, paralyzed, or poisoned.\u00a0Starting at level 14, you may alternately spend 4 medkit\u00a0points to remove a reduction to one of the creature\u2019s ability\u00a0scores, or an effect reducing the creature\u2019s hit point\u00a0maximum.\r\n\r\n[u][h3]Combat Medic[\/h3]\r\n[\/u]\r\nAt 9th level, your skill in scurrying across an active battlefield\u00a0allows you to impose disadvantage on all opportunity attacks.\u00a0If either carrying or dragging a creature of size Small or\u00a0larger with 0 hit points, neither you nor the unconscious\u00a0creature provoke any opportunity attacks.\u00a0\r\n\r\n[u][h3]Detoxification[\/h3]\r\n[\/u]\r\nWhen you reach 10th level, given sufficient time of at least 10\u00a0minutes, you may render any amount of nonmagical food and\u00a0drink free of poison and disease.\r\n\r\n[u][h3]Quick Fix[\/h3]\r\n[\/u]\r\nAt 11th level, you are practiced enough with your medical\u00a0techniques that you can spend 1 medkit point on top of its\u00a0normal cost to use Treatment as a bonus action.\r\n\r\n[u][h3]Recovery Ward[\/h3]\r\n[\/u]\r\nOn 13th level, you may choose to forego spending hit dice\u00a0during a long or short rest in favor of spending 1 medkit point\u00a0to attend to the rest of the party\u2019s wounds. When you do this,\u00a0each hit die an ally spends restores the maximum amount.\u00a0Starting at 18th level, you may use this feature during the\u00a0same rest in which you spend hit dice, as well as enjoy its\u00a0benefits when you do so.\r\n\r\n[u][h3]Inoculation[\/h3]\r\n[\/u]\r\nYour comprehensive knowledge of pathogens at 15th level\u00a0makes you capable of providing regular inoculations against\u00a0illness. Select one party member to be immune to disease.\u00a0You may change which party member receives this benefit\u00a0after any long rest.\r\n\r\n[u][h3]Bottomless Medkit[\/h3]\r\n[\/u]\r\nAt 20th level, when you roll initiative and have no medkit\u00a0points remaining, regain 8 medkit points.\u00a0\r\n\r\n[u][h3]Research Paths[\/h3]\r\n[\/u]\r\nEvery physician must commit to one particular avenue of\u00a0study to push the field of medicine forward. They devote their\u00a0lives to devising, testing, and revising methods and\u00a0substances far beyond what the common medic is capable of.\r\n\r\n[u][h3]Curative Methods[\/h3]\r\n[\/u]\r\nPhysicians who pursue the research of curative methods\u00a0focus on keeping their allies alive on the battlefield. So long\u00a0as all of their allies are still standing at the end of the day,\u00a0they consider it to be a good day's work.\r\n\r\n[u][h3]Preventative Medicine[\/h3]\r\n[\/u]\r\nWhen you take up curative methods as a field of study at 3rd\u00a0level, you gain the ability to prepare a patient for the next\u00a0blow they sustain. As a bonus action, you may spend 1 medkit\u00a0point to grant 2d8 temporary hit points to a creature you're\u00a0treating. This amount increases to 3d8 at 6th level, 4d8 at\u00a011th level, and 5d8 at 17th level. You must finish a short or\u00a0long rest to use this feature again.\r\n\r\n[u][h3]Oversight[\/h3]\r\n[\/u]\r\nAt 6th level, you are sufficiently able to dictate your\u00a0techniques to a layman that they can perform them on their\u00a0own. As an action, you may direct an ally within 60 feet who\u00a0can hear you to use their reaction to perform Treatment on a\u00a0creature they can touch. Treatment performed in this manner\u00a0is still determined by the physician's level and Intelligence\u00a0modifier, still requires 1 medkit point, and cannot be\u00a0enhanced by spending more.\r\n\r\n[u][h3]Heightened Treatment[\/h3]\r\n[\/u]\r\nStarting at 11th level, when you use Treatment, you may\u00a0spend multiple medkit points per action, up to a maximum of\u00a03. Each medkit point spent restores hit points equal to a\u00a0standard use of Treatment. Uses of Treatment delivered\u00a0through Quick Fix or Oversight cannot be heightened.\u00a0\r\n\r\n[u][h3]Bedside Manner[\/h3]\r\n[\/u]\r\nAt 17th level, under your care, all allies recover all hit dice\u00a0after a long rest.\r\n\r\n[u][h3]Performance Enhancements[\/h3]\r\n[\/u]\r\nThe study of performance-enhancing drugs can yield great\u00a0benefits for a physician's allies. These physicians focus less\u00a0on keeping every ally conscious than ensuring that each ally\u00a0is able to make the most of their time on this earth.\u00a0\r\n\r\n[u][h3]Vitalizing Serum[\/h3]\r\n[\/u]\r\nWhen you take up performance enhancements as a field of\u00a0study at 3rd level, you learn to use common herbs and\u00a0unguents to push a patient beyond their limits. You may\u00a0spend 2 medkit points as an action to enhance one ability of a\u00a0creature you can touch:\r\n\r\n[b]Endurance Serum[\/b]: The patient has advantage on\u00a0Constitution checks and gains 2d6 temporary hit points\u00a0for 1 hour.\r\n[b]Power Serum[\/b]: The patient has advantage on Strength\u00a0checks and doubled carrying capacity for 1 hour.\u00a0\r\n[b]Alacrity Serum[\/b]: The patient has advantage on Dexterity\u00a0checks and 5 extra feet of movement speed for 1 hour.\r\n[b]Radiance Serum[\/b]: The patient has advantage on\u00a0Charisma checks and saving throws vs. being charmed for\u00a01 hour.\r\n[b]Synaptic Serum[\/b]: The patient has advantage on\u00a0Intelligence checks and rudimentary understanding of all\u00a0languages for 1 hour.\r\n[b]Lucidity Serum[\/b]: The patient has advantage on Wisdom\u00a0checks and +1 to all skills for 1 hour.\r\n\r\n[u][h3]Force Tincture[\/h3]\r\n[\/u]\r\nAt 6th level, you may spend 3 medkit points to inject a\u00a0creature you can touch with a stimulant of your own design\u00a0as a bonus action. The recipient of this stimulant adds your\u00a0Intelligence modifier to their damage rolls for physical\u00a0attacks for 1 minute.\r\n\r\n[u][h3]Protective Essence[\/h3]\r\n[\/u]\r\nAt 11th level, you may use a bonus action and 4 medkit points\u00a0to inject a creature you can touch with a powerful protective\u00a0antidote. A creature under the effects of this enhancement\u00a0gains advantage on all saving throws for 1 minute.\u00a0\r\n\r\n[u][h3]Frenzy Injection[\/h3]\r\n[\/u]\r\nAt 17th level, you discover the secret to a costly, but very\u00a0potent, agitant. After using an action and 8 medkit points to\u00a0inject a creature you can touch, the next attack the target\u00a0makes during the next minute becomes an automatic critical\u00a0hit.\r\n\r\n[u][h3]Toxicology[\/h3]\r\n[\/u]\r\nThose who pursue research into toxicology eventually devise\u00a0several debilitating compounds to reduce the effectiveness of\u00a0their foes. Though their abandonment of traditional medicine\u00a0makes them suspect within the medical community, their\u00a0ability to neutralize the most fearsome foes is appreciated by\u00a0any ally.\r\n\r\n[u][h3]Contaminants[\/h3]\r\n[\/u]\r\nWhen you take up the path of toxicology research at 3rd level,\u00a0you learn which substances cause adverse reactions in which\u00a0species of living creatures. As an action, you can spend 1\u00a0medkit point to inject a creature you can touch with a\u00a0contaminant. The target must make a Constitution saving\u00a0throw. On a failed save, the target gains your choice of the\u00a0poisoned, blinded, fear, or charm conditions for 1 minute. The\u00a0target may repeat the save at the end of each of its turns.\r\n\r\n[u][h3]Degeneratives[\/h3]\r\n[\/u]\r\nAt 6th level, you learn to prepare substances that weaken\u00a0living beings' defenses to the natural world. As an action, you\u00a0can spend 2 medkit points to inject a creature you can touch\u00a0with a degenerative. The target must make a Constitution\u00a0saving throw. On a failed save, the target makes all saving\u00a0throws at disadvantage for 1 minute.\r\n\r\n[u][h3]Hallucinogens[\/h3]\r\n[\/u]\r\nAt 11th level, you master the ability to affect living beings'\u00a0perception of their surroundings. As an action, you can spend\u00a03 medkit points to inject a creature you can touch with a\u00a0hallucinogen. The creature must make a Constitution saving\u00a0throw. On a failed save, the target must use its action each\u00a0turn for 1 minute to lash out blindly and make a melee attack\u00a0at a random target within 5 feet. The target may repeat the\u00a0save at the end of each of its turns.\r\n\r\n[u][h3]Nerve Agents[\/h3]\r\n[\/u]\r\nAfter reaching 17th level, your advanced knowledge of the\u00a0adverse effects of chemicals on living creatures makes you\u00a0dangerous indeed. As an action, you may spend 5 medkit\u00a0points to inject a creature you can touch with a powerful\u00a0nerve agent. The target must make a Constitution saving\u00a0throw. On a failed save, the creature takes 8d8 poison\u00a0damage and is incapacitated until the start of your next turn.\u00a0On a success, the creature takes half damage and is not\u00a0incapacitated.","subclasses":"","tabledata":"The Physician\r\nLevel\r\nProficiency\r\nBonus Features\r\nMedkit\r\nPoints\r\n1st +2 Treatment, Stabilization 3\r\n2nd +2 Field Medic 4\r\n3rd +2 Research Path 8\r\n4th +2 Ability Score Improvement 9\r\n5th +3 Diagnosis, Hobbling Strike 11\r\n6th +3 Research Path feature, Extra\r\nAttack\r\n12\r\n7th +3 Antidote 13\r\n8th +3 Ability Score Improvement 14\r\n9th +4 Combat Medic 15\r\n10th +4 Detoxification 16\r\n11th +4 Research Path\r\nimprovement, Quick Fix\r\n18\r\n12th +4 Ability Score Improvement 19\r\n13th +5 Recovery Ward 20\r\n14th +5 Antidote improvement 21\r\n15th +5 Inoculation 22\r\n16th +5 Ability Score Improvement 23\r\n17th +6 Research Path feature 25\r\n18th +6 Recovery Ward\r\nimprovement\r\n26\r\n19th +6 Ability Score Improvement 27\r\n20th +6 Bottomless Medkit 28","tags":"physician","isShared":"on","templateId":"25","blockId":"623167","world":"ab1f0c9b-683c-4f9c-961e-89fb33e587f5","folder":""}