School of the Physik (5e Subclass)
School of the Physik[edit]
Wizard Subclass
Physiks, or physicians, are a discipline of wizardry devoted to the healing arts and the science of medicine in magic. You use your formidable knowledge of anatomy and physiology to heal and protect your allies, as well as deal more harm and hurt to your enemies by hitting them right where it hurts the most. A physician is always in demand, but few are willing to answer the call.
Is there a doctor in the house?
- Medical Discipline
You have put your countless hours of study in comparative anatomy and biology to good use. When you choose this subclass at level 2, you gain proficiency in Medicine checks. If you are already proficient in Medicine checks, you gain proficiency in a different skill. You also gain proficiency in using an Herbalism Kit and a Poisoner’s Kit.
When you use a Healer’s Kit to stabilize a creature, that creature also regains 1 hit point. You may expend one use of a Healer’s Kit to restore hit points equal to 1d6 + your Intelligence modifier to one creature, in addition to bonus hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feature again until it finishes a short or long rest.
- Surgical Savant
Your time and practice devoted to the study of medicine allows you to cast spells that no other wizard can. The spells in the following list expand the wizard spell list available to you. The list is organized by spell level, not character level. At level 2, when your spellcasting feature lets you learn a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the Surgical Savant list. You must otherwise obey all the restrictions for selecting the spell, including the expenditure of time and gold to transcribe it into your spellbook if you are copying it from a scroll, and it becomes a wizard spell for you.
Your Healer's Kit functions as a component pouch for the purpose of spells on this list that require material components without an associated gold cost.
- Cantrips
- 1st Level
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
- 6th Level
- 7th Level
- 9th Level
- Medical Doctor
At level 6, your studies have allowed you to graduate to the level of a fully-fledged arcane physician. You may add your Intelligence modifier to any Medicine check you make.
During a short rest, choose up to six willing creatures. Make a DC 15 Medicine check for each creature. On a success, the creature may regain double the number of hit dice they spend during that short rest. A creature can only benefit from this feature once per day.
Alternatively, during a short rest you may choose a single creature and make a DC 15 Medicine check to cure the target of one disease, curse, or poison afflicting it, or alleviate one level of Exhaustion. Making this check expends 3 uses of your Healer’s Kit. Some illnesses and afflictions resist treatment, and may require specialized materials or a quest to heal.
- Trauma Surgeon
Your time spent treating the deathly ill and the critically injured under the pressures of beating Death to the door have taught you how to heal your patients, stat. At 10th level, whenever you take any of the following actions, you may do so as a bonus action:
- cast a spell from your Surgical Savant list
- expend a use of a Healer’s Kit
- use an antitoxin, a potion, or a poison.
You may use this ability a number of times per day equal to your Intelligence Modifier.
- Panacaea
At level 14, your research finally pays off and you have discovered the formula of the single greatest cure-all of all time. You become immune to all poisons and diseases. Once per day, you may cast one of the following spells without expending a spell slot or material components: Greater Restoration, Heal, or Regenerate.
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