Academic Discipline - Physician
Hit Points
Hit Dice: d8 per Academic Discipline - Physician level
Hit Points at first Level: see Savant
Hit Points at Higher Levels: see Savant
Proficiences
Armor: see Savant
Weapons: see Savant
Tools: see Savant
Saving Throws: see Savant
Skills: see Savant
Overview & Creation
Physicians bring their considerable intellect to bear healing
the sick and tending to the wounded. They spend their lives
studying anatomy and the inner workings of mortals, and
they use this knowledge to keep their allies in top condition.
Using their medical training, they offer aid to those who don't
have access to the luxury of divine or arcane healing magic.
Class Features
Student of Medicine
When you join this Academic Discipline at 3rd level, you gain
proficiency in Medicine and with herbalism kits, and your
proficiency bonus is doubled for any check you make with
either skill. If you are already proficient in either, you gain
proficiency with another skill from the savant skill list.
Moreover, your studies grant you the following benefits:
- You can make Intelligence (Medicine) checks in place
of any Wisdom (Medicine) checks you would make
- If you spend at least 1 minute examining a creature, you
can identify any disease, poison, or curse affecting it.
- Once per turn, when you hit the target of Adroit Analysis
with a weapon attack, you can reduce its speed by a
number of feet equal to 5 times your Intelligence modifier
(minimum of 5 feet) until the beginning of your next turn.
Combat Medic
You can administer aid in the midst of combat. Beginning at
3rd level, you can use an Action to use the following abilities:
Adrenaline Jolt. A creature you touch can immediately
repeat a saving throw to end one of the following conditions:
blinded, charmed, deafened, frightened, or poisoned, adding
your Intelligence modifier (minimum of +1) to their roll.
Dress Wounds. You touch a creature and expend an
Intellect Die, immediately granting it temporary hit points
equal to your Intellect Die roll + your Intelligence modifier.
Healing Surge. A creature you touch can instantly expend
one of its Hit Dice to regain hit points equal to its Hit Die roll
+ its Constitution modifier + your Intelligence modifier.
Stabilize. You touch a living creature that has 0 hit points,
automatically stabilizing them. The target can then choose to
expend one of their Hit Dice to regain hit points equal to the
maximum value of that Hit Die + their Constitution modifier.
Field Doctor
You can move across the battlefield unscathed. Starting at 6th
level, when you use your action to stabilize a creature, restore
hit points, or grant temporary hit points, you gain the benefits
of the Dodge action until the start of your next turn.
Additionally, when you use a Combat Medic action on your
turn, you can make one weapon attack as a bonus action.
Advanced Combat Medic
Starting at 13th level, you use your knowledge of medicine to
perform wondrous feats. As an action, you can touch a willing
creature and use one of the abilities listed below. You can use
the abilities below a combined number of times equal to your
Intelligence modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Regeneration. The creature regains hit points equal to
four rolls of your Intellect Die. If the creature has a severed
body part, you can reattach it as part of this action.
Restoration. You end one of the following conditions
currently affecting it: blinded, charmed, deafened, frightened,
paralyzed, poisoned, a reduction to an ability score or its hit
point maximum, or you reduce its level of exhaustion by 1.
Resuscitation. If the creature has died within the last
minute, you return it to life with 1 hit point. You cannot bring
back a creature that died of old age, nor can you restore any
body parts the creature is missing.
Master Physician
Your medical knowledge is without peer. Beginning at 17th
level, whenever you restore hit points or grant temporary hit
points to a creature, it gains the maximum possible amount
of hit points, in place of rolling.
Also, any creature that expends a Hit Die while within 30
feet of you treats their Hit Dice as its maximum possible roll.