{"name":"Academic Discipline - Physician","overview":"Physicians bring their considerable intellect to bear healing\r\nthe sick and tending to the wounded. They spend their lives\r\nstudying anatomy and the inner workings of mortals, and\r\nthey use this knowledge to keep their allies in top condition.\r\nUsing their medical training, they offer aid to those who don't\r\nhave access to the luxury of divine or arcane healing magic.","hitdice":"d8","hitpointsfirstlevel":"see Savant","hitpointsathigherlevels":"see Savant","armorproficiencies":"see Savant","weaponproficiences":"see Savant","tools":"see Savant","savingthrows":"see Savant","skills":"see Savant","equipment":"","spellcasting":"","features":"[h1]Student of Medicine[\/h1]\r\nWhen you join this Academic Discipline at 3rd level, you gain\r\nproficiency in Medicine and with herbalism kits, and your\r\nproficiency bonus is doubled for any check you make with\r\neither skill. If you are already proficient in either, you gain\r\nproficiency with another skill from the savant skill list.\r\nMoreover, your studies grant you the following benefits:\r\n[ul]\r\n[li]You can make Intelligence (Medicine) checks in place\r\nof any Wisdom (Medicine) checks you would make[\/li]\r\n[li] If you spend at least 1 minute examining a creature, you\r\ncan identify any disease, poison, or curse affecting it.[\/li]\r\n[li] Once per turn, when you hit the target of Adroit Analysis\r\nwith a weapon attack, you can reduce its speed by a\r\nnumber of feet equal to 5 times your Intelligence modifier\r\n(minimum of 5 feet) until the beginning of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[h1]Combat Medic[\/h1]\r\nYou can administer aid in the midst of combat. Beginning at\r\n3rd level, you can use an Action to use the following abilities:\r\n[br]\r\n[b]Adrenaline Jolt[\/b]. A creature you touch can immediately\r\nrepeat a saving throw to end one of the following conditions:\r\nblinded, charmed, deafened, frightened, or poisoned, adding\r\nyour Intelligence modifier (minimum of +1) to their roll.\r\n[br]\r\n[b]Dress Wounds[\/b]. You touch a creature and expend an\r\nIntellect Die, immediately granting it temporary hit points\r\nequal to your Intellect Die roll + your Intelligence modifier.\r\n[br]\r\n[b]Healing Surge[\/b]. A creature you touch can instantly expend\r\none of its Hit Dice to regain hit points equal to its Hit Die roll\r\n+ its Constitution modifier + your Intelligence modifier.\r\n[br]\r\n[b]Stabilize[\/b]. You touch a living creature that has 0 hit points,\r\nautomatically stabilizing them. The target can then choose to\r\nexpend one of their Hit Dice to regain hit points equal to the\r\nmaximum value of that Hit Die + their Constitution modifier.\r\n[h1]Field Doctor[\/h1]\r\nYou can move across the battlefield unscathed. Starting at 6th\r\nlevel, when you use your action to stabilize a creature, restore\r\nhit points, or grant temporary hit points, you gain the benefits\r\nof the Dodge action until the start of your next turn.\r\nAdditionally, when you use a Combat Medic action on your\r\nturn, you can make one weapon attack as a bonus action.\r\n[h1]Advanced Combat Medic[\/h1]\r\nStarting at 13th level, you use your knowledge of medicine to\r\nperform wondrous feats. As an action, you can touch a willing\r\ncreature and use one of the abilities listed below. You can use\r\nthe abilities below a combined number of times equal to your\r\nIntelligence modifier (minimum of once), and you regain all\r\nexpended uses when you finish a long rest.\r\n[br]\r\n[b]Regeneration[\/b]. The creature regains hit points equal to\r\nfour rolls of your Intellect Die. If the creature has a severed\r\nbody part, you can reattach it as part of this action.\r\n[br]\r\n[b]Restoration[\/b]. You end one of the following conditions\r\ncurrently affecting it: blinded, charmed, deafened, frightened,\r\nparalyzed, poisoned, a reduction to an ability score or its hit\r\npoint maximum, or you reduce its level of exhaustion by 1.\r\n[br]\r\n[b]Resuscitation[\/b]. If the creature has died within the last\r\nminute, you return it to life with 1 hit point. You cannot bring\r\nback a creature that died of old age, nor can you restore any\r\nbody parts the creature is missing.\r\n[h1]Master Physician[\/h1]\r\nYour medical knowledge is without peer. Beginning at 17th\r\nlevel, whenever you restore hit points or grant temporary hit\r\npoints to a creature, it gains the maximum possible amount\r\nof hit points, in place of rolling.\r\nAlso, any creature that expends a Hit Die while within 30\r\nfeet of you treats their Hit Dice as its maximum possible roll.\r\n","subclasses":"","tabledata":"","tags":"Homebrew, Medic, Savant, Subclass","isShared":"on","templateId":"25","blockId":"627092","world":""}