Doctor Do It All (5e Subclass)

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Doctor Do It All[edit]

Artificer Specialization

A Doctor aim's to create useful items, but in addition to enhance the humanoid form by infusing their bodies with magical potency.

Anatomical Studies

When you adopt this specialization at 3rd level, you gain proficiency in the Acrobatics and Medicine skills.

Empathetic Medicine
Starting at 3rd level, you can use your Artificer's knowledge to diagnose and heal ailments. As a bonus action, you can make a Medicine check to determine the condition of a creature you touch. On a successful check, you learn one of the following: the creature's current hit points, any diseases or poisons affecting them, or if they have any ongoing magical effects.
Doctors Assistant

starting at 3rd level, for an bonus action u can tether a small medical bot up to 25ft from you that heals D4 plus users int. The assistant does not have a bonus or reaction but has 2 actions and a move speed of 30ft.

  • The Assistants creature type is construct, in addition to it's original creature type (I.E. If you make your servant based on the stat block of a Worg, it will be a Construct Monstrosity.). Your DM shall decide how spells that do or do not effect one or more of these creature types will or will not effect your servant.
  • It gains darkvision to a range of 60 feet if it doesn't already have it.
  • It has advantage against spells and/or magic effects to charm it.
  • It has resistance to poison damage, and advantage on constitution saving throws to be poisoned and against disease.
  • It Has advantage on saving throws against any spell or effect that would alter its form, regardless of whether it is willing or not.
  • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. You may telepathically speak with your servant so long as you are on the same plane of existence and neither of you are unconscious or under the charmed condition.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to the majority of it's remains. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

If you wish to create additional Assistants beyond your first, you may do so over the course of a number of weeks equal to 4 minus your Intelligence modifier. Creating an additional Assistant costs 100 gp per week of work for each of your already existing Assistant. Your new Assistant starts with a number of levels in a sidekick class equal to your Artificer level – ( number of your already existing Assistants * 2 ). If this number is less than 1, you cannot create a new assistant.

Structural Improvements

At 5nd lvl you can expend infusions for augmentations allowing you to give genetic trats from one creature to another (ex, Stats, racial abilities, or unique genetic abilities) This process takes 1d4 hours and requires 2 of 5 dc(dm discretion dc save) and can augment their genetics. this process can be done a total number of times equal to the Doctors int modifier.

Greater Self-Augmentation

Beginning at 9th level, Can do have up to 3 self augments, but it still takes 2d4 hours to successfully make each.

Additionally, you have added hidden compartments into your body and can stow items inside yourself, should their dimensions allow it. The weight of these items in pounds cannot exceed one-tenth your carrying capacity. Creatures within 5 feet of you can detect these compartments with a successful Intelligence (Investigation) or Wisdom (Medicine) check. The DC for this check equals your artificer spell save DC.

Arcane Reconstruction

Once you reach 15th level, you have vastly refined your mortal flesh. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You can choose to dream in this state, or you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Additionally, you add your Intelligence modifier to the medical check you roll.

Emergency Protocols

Also starting at 15th level, you have an extra measure of protection against death. When you drop to 0 hit points, you can choose to instead drop to 1 hit point. Alternatively, if you are subjected to an effect that would instantly kill you, you can choose to negate that effect.

Once you use this feature, you can't use it again until after you finish a long rest.

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