Doctor (5e Class)

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Doctor[edit]

Doctors represent the people who heal others. While Clerics draw their healing abilities from deities, Doctors use medicine and chemical creations to heal. They do not even posses any magic, taking their abilities entirely from science. While the Hippocratic Oath says to 'Do no harm,' Doctors need not follow it when in battle. Drawing their crossbows and saws, they are prepared to perform amputations on the battlefield. Doctors can follow the adventuring life, using their allies as a chance to bring their skills across the land. Or to find subjects for their experiments.

Creating a Doctor[edit]

04_5.jpg
Credit to Stepan Alekseev

When deciding to create a Doctor, what made your character choose the life of medicine? Did you live in a high-class society and were funded through their education, or were you an apprentice to another Doctor? Were you self-taught through trial and error, unconcerned with what others have done? A Doctor can heal, but some prefer to also practice 'preventative medicine' by slaying those who would do harm to their patients. Do you practice this, or do you intend to keep your allies as alive as possible in the moment?

Quick Build

You can make a Doctor quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the hermit, or sage, or Combat Medic background. Third, choose Nature (Int) and Survival (Wis).

Class Features

As a Doctor you gain the following class features.

Hit Points

Hit Dice: 1d8 per Doctor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Doctor level after 1st

Proficiencies

Armor: Shields and light armor
Weapons: Simple ranged and melee weapons.
Tools: Alchemist's Supplies, Brewer's Supplies, Herbalism Kit, and Healer's Kit
Saving Throws: Intelligence and Wisdom
Skills: Choose two from the following: Animal Handling, Deception, Insight, Medicine, Nature, Sleight of Hand, Survival.Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Bonesaw (1d6 slashing damage, light, simple weapon)
  • (a) Padded Armor or (b) Leather Armor
  • (a) A light crossbow with 20 bolts and a dagger or (b) Shield
  • (a) Healer's Kit or (b) Herbalism Kit or (c) Brewer's Supplies or (d) Alchemist's Supplies
  • If you are using starting wealth, you have 5d4 × 10 gp in funds.

Table: The Doctor

Level Proficiency
Bonus
Features Components Quick Patch Uses
1st +2 Doctoring, Choose Profession, Medical Training - -
2nd +2 Doctor's Prescription, Experimentation - -
3rd +2 Profession Feature, Quick Patch - 4
4th +2 Ability Score Improvement - 4
5th +3 Natural Medicines, Biological Weakness 4 6
6th +3 Profession Feature 4 6
7th +3 Patient Patience 4 6
8th +3 Ability Score Improvement 4 6
9th +4 Biological Weakness Upgrade 4 8
10th +4 Learned Traveler 4 8
11th +4 Profession Feature 7 8
12th +4 Ability Score Improvement 7 8
13th +5 Biological Weakness Upgrade 7 10
14th +5 Profession Feature 7 10
15th +5 Adrenal Rush 7 10
16th +5 Ability Score Improvement 7 10
17th +6 Natural Medicines Upgrade 10 12
18th +6 Profession Feature 10 12
19th +6 Ability Score Improvement 10 12
20th +6 Combat Ready 10 12

Doctoring[edit]

At 1st level, you gain proficiency in the Medicine skill. If you already had proficiency in this skill, you may double your proficiency bonus in this skill. You also gain advantage on any Medicine checks on a number of creature types equal to 1 + your Intelligence Modifier (minimum of 1). The types you may choose from are: Aberrations, Beasts, Celestials, Dragons, Elementals, Feys, Fiends, Giants, Humanoids, Monstrosities, Plants, or Undead.

Profession[edit]

At 1st level, you may choose a Profession for your Doctor: the Surgeon, Field Doctor, Auto-Doc, Quack, or Plague-Bearer. They are detailed later in this document.

You may choose the path of the pacifist if you decide to become a Surgeon or Field Doctor. As a pacifist, you do not harm but only persuade the enemy to stop fighting and end the battle peacefully, or to keep your allies alive and let them handle the fighting. Choosing the pacifist also allows you to use an action to heal or give temporary hit points to an ally equal to one of their Hit Die + your intelligence modifier. The temporary hit points last for 1 minute. This spends one of their Hit Die upon use. You can do this a number of times equal to your intelligence modifier (minimum 1) and regain all uses on a long rest. This healing increases to 2 HD at 5th level, 3 HD at 11th level, and 4 HD at 17th level. If any are given as Temporary Hit Points, they do not stack as normal.

Breaking your Hippocratic Oath will result in your Profession changing to the appropriate Oath-breaker version of your class (Surgeon becomes Quack, and Field Doctor becomes Plague-Bearer).

  • I will respect the hard-won scientific gains of those physicians in whose steps I walk, and gladly share such knowledge as is mine with those who are to follow. I will apply, for the benefit of the sick, all measures required, avoiding those twin traps of overtreatment and therapeutic nihilism. I will remember that there is art to medicine as well as science, and that warmth, sympathy, and understanding may outweigh the surgeon's knife or the chemist's drug. I will not be ashamed to say "I know not," nor will I fail to call in my colleagues when the skills of another are needed for a patient's recovery. I will respect the privacy of my patients, for their problems are not disclosed to me that the world may know. Most especially must I tread with care in matters of life and death. If it is given me a to save a life, all thanks. But it may also be within my power to take a life; this awesome responsibility must be faced with great humbleness and awareness of my own frailty. Above all, I must not play at God. I will remember that I do not treat a fever chart, a cancerous growth, but a sick [thinking] being, whose illness may affect the person's family and economic stability. My responsibility includes these related problems, if I am to care adequately for the sick. I will prevent disease wherever I can, for prevention is preferable to cure. I will remember that I remain a member of society, with special obligations to all my fellow [thinking] beings, those sound of mind and body as well as the infirm. If I do not violate this oath, I may enjoy life and art, respected while I live and remembered with affection thereafter. May I always act so as to preserve the finest traditions of my calling and may I long experience the joy of healing those who seek my help.

(Shortened) Code of Ethics for Medical Professionals:

  1. Share medical knowledge with those who seek it.
  2. Treat your patients to the best of your ability.
  3. Respect patient confidentiality.
  4. Save the lives those who you can, and put those to rest which cannot be saved with respect and dignity.

Medical Training[edit]

At 1st level, your experience and medical training have made you more effective at healing. Whenever you use your Medicine (Wis) or a healer's kit on a 0 HP creature, the creature regains Hit Points equal to your Intelligence modifier + your Doctor level. You cannot use this particular feature if you are or the target you are healing is within 5 feet of a hostile creature. You may use this feature on a creature for a number of times equal to their constitution modifier and regain all uses at the end of that creature's next long rest.

Additionally, you can spend 1 hour studying a cadaver and share this knowledge among your students. During your long rest, your students can roll a Medicine (Wis) check and must pass a DC of 15. On a success, they temporarily gain advantage in Medicine (Wis) against that cadaver's creature type. When teaching them more than one creature type, they must roll separately. This feature can only be retained by your students until their next long rest, and must roll another Medicine (Wis) check.

Experimentation[edit]

At 2nd level you may also brew healing potions during long rest as long as you posses an Alchemist's Supplies. These potions act as normal potions you can buy at a shop, but lose their healing properties after the end of your next long rest. You can make an amount of these potions equal to your level divided by 3 (rounded down) + your intelligence modifier (minimum of 2 potions you can make).

Level Unstable Potion's potency
2nd to 5th Potion of Healing
6th to 10th Potion of Greater Healing or Potion of Resistance
11th to 15th Potion of Superior Healing, Potion of Resistance or Potion of Heroism
16th to 20th Potion of Supreme Healing, Potion of Resistance or Potion of Heroism

Doctor's Prescription[edit]

At 2nd level, you may now choose to make Medicine using your intelligence Modifier instead of your wisdom Modifier.

If you are a pacifist, you may also brew "signature" potions at the end of a long rest as long as you posses an Alchemist's Supplies. These potions apply the lesser restoration spell when consumed. Starting at 9th level, these potions apply the greater restoration spell instead. These potions lose their properties after the end of your next long rest. You can make an amount of these potions equal to your Doctor level divided by 3 (rounded down) + your intelligence modifier (minimum of 2 potions you can make).

Level Pacifist Potion's choices
2nd to 9th lesser restoration
9th to 20th greater restoration

If you are an oath-breaker, you may also brew "signature" "potions" during a long rest as long as you posses an Alchemist's Supplies. These potions can inflict one disease or condition when consumed. These potions lose their properties after the end of your next long rest. You can make an amount of these potions equal to your Doctor level divided by 3 (rounded down) + your intelligence modifier (minimum of 2 potions you can make). You may apply a potion to your weapon, and it will be applied to your next attack. If a creature is hit by such a weapon or drinks your potion, they must make a constitution saving throw with DC equal to 8 + your intelligence modifier + your proficiency bonus.

Level Oath-breaker Potion's condition choices Duration
2nd to 5th Deafened 1d4 rounds
6th to 10th Deafened, Poisoned 1d6 rounds
11th to 15th Blinded, Deafened, Poisoned 2d4 rounds
16th to 20th Blinded, Deafened, +1 Level Exhaustion*, Poisoned 2d6 rounds

*Does NOT go away after the duration ends. This is dealt with in the same way as which Exhaustion is normally.

Quick Patch[edit]

At the 3rd level, you may use an action to perform an act of healing. This is the Quick Patch in which you apply a bandage to any living target within touch range and heal by 1d4 + your intelligence Modifier + class level. This increases to 1d6 at 5th, 1d8 at 11th, and 1d10 at 17th. You may only use this feature a number of times as shown on the class table, and regain all uses upon completing a long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Natural Medicines[edit]

At 5th level, you have found a way to create natural medicines. You have 4 components to use when you gain this ability. Your maximum increases from 4 to 7 at 11th and 7 to 10 at 17th. You may use these as an Action on any adjacent target you choose. If a medicine calls for a saving throw, the DC is 8 + your intelligence modifier + your proficiency bonus. You may also choose to make a ranged attack with your components, and this is treated as a weapon with the thrown (range 10/30) and versatile properties. You regain all components when you take a long rest.

  • Adrenaline Shot Upon using 3 components, for the next minute when a living creature you choose makes an attack roll or saving throw, they can roll an additional 1d4 and add it to the result. At 17th, the effect lasts for 10 minutes instead.
  • Antivenom Upon using 3 components, a living creature you choose is cured of being poisoned. At 17th, a creature you choose is resistant to poison damage and has advantage on saving throws against poison for 5 minutes.
  • Blazing Powder Upon using 2 components, a creature you choose takes 2d4 fire damage + dexterity mod and stops bleeding. At 17th level, you may increase its damage to 3d6 + dexterity mod.
  • Chill Powder Using 3 components, a creature you choose takes 2d6 cold damage + dexterity mod. At 17th level, this increases to 2d12 + dexterity mod.
  • Emergency Shockstone Using 7 components, you can copy the effects of the death ward spell on a living creature you choose. This effect lasts for 1 hour. At 17th level, a living creature you choose gains temporary hit points equal to your intelligence modifier that lasts for 1 hour..
  • Immunol Boost Upon using 3 component, a living creature you choose may reroll the next saving throw they fail, taking the second result. This effect lasts for 1 hour. At 17th, a living creature you choose gains a number of temporary hit points equal to your intelligence modifier when Immunol Boost triggers.
  • Necrotic Nectar Upon using 4 components, a living creature you choose takes 2d8 necrotic damage + dexterity mod. At 17th, this effect occurs at the start of the living creature's turn until it succeeds a constitution saving throw to remove it.
  • Pocket Glass Upon using 2 components, a living creature you choose takes 1d4 slashing damage + dexterity mod at the start of each of its turns for 1 minute due to blood loss. This increases to 1d8 + dexterity mod at 17th.
  • Popping Powder Upon using 3 components, a creature you choose must make a wisdom saving throw. On a fail, that creature is blinded until its next turn. At 17th level, you may use any higher number of components to increase the duration by as many turns.
  • Rejuvenation Powder Upon using 3 components, a living creature you choose regains 1d4 + intelligence mod hit points. At 17th, this increases to 1d10 + intelligence mod.
  • Revitalization Powder Upon using 3 components, a living creature at 0 HP rises up again with your intelligence mod + your class levels Hit Points. At 17th level, you may use 2 more components to increase this to 1/4 its maximum hit points.
  • Revival Powders Using 8 components, you can copy the effects of a revivify spell on a creature you choose. At 17th level, a creature you choose gains Hit Points equal to your intelligence mod + your class levels.

Biological Weakness[edit]

At 5th level, you gain the ability to recognize biological weaknesses in your targets and can impart this information to your allies in the midst of battle. As an action, you can target a creature within 30 feet of you.Attack and spells against that creature from allies who could hear you deal an additional 1d8 damage until the end of its turn The damage increases to 1d10 at 9th level and 1d12 at 13th level. Biological weakness does not work on creatures with the construct or undead creature type.

Patient Patience[edit]

At 7th level, upon a target becoming gravely wounded (their character level or less), you may call out to them as a reaction (range 120 feet) to grant temporary Hit Points equal to your class levels that last for 30 seconds (5 rounds). If you do not reach or otherwise heal your target by the time this effect wears off, they take all the damage absorbed by those temporary Hit Points at once. If this would bring them below 0 Hit Points, they automatically fail one death saving throw.

Learned Traveler[edit]

By 10th level, you have learned much in your travels and have gained new skills. Or one new skill. Or just gotten better. You may choose a new skill or tool in which to gain proficiency, or double your proficiency bonus in a skill or tool you already possess.

If you are a Pacifist, you may instead decide to further improve your Medicine check, gain +2 regardless if you are already have expertise.

If you are an Oath-breaker, you may instead decide to gain +2 to all attack rolls in a single weapon of your choice.

Clean Supplies[edit]

By 11th level, it has become apparent to you that dirty bandages are not the best in terms of healing wounds quickly. Who'd have thought? You gain an extra die to all healing done. This does not mean that you may use an additional healing die with your Medical Training feature.

Adrenal Rush[edit]

In the heat of battle, it can be overwhelming trying to keep everyone alive and in fighting shape. At 15th level, you have gained control over this heightened state and are able to better utilize it to your advantage.

As a pacifist, moving towards a fallen creature doubles your movement speed and you gain +1 AC for 1 minute. You also gain advantage in Athletics check when moving an unconscious creature to safety.

As an oath-breaker, you gain advantage on your attack rolls, and receive temporary Hit Points equal to your class levels for 1 minute. Whenever you disengage during this period, you gain +2 AC for those attack rolls only.

You regain use of this feature after you finish a long rest.

Combat Ready[edit]

By 20th level, you have seen more than your fair share of combat and wounds. You have learned when to duck and cover and when to charge to the front lines. You gain proficiency in dexterity saving throws.

If you have played a loyal pacifist up to this point and have not broken your Hippocratic Oath, you can use the Raise Dead spell once per long rest without using material components. Furthermore, so long as the brain is not missing, you can transplant organs in place of them; their soul does not need to be ready or willing as they have yet to technically truly "die" to a doctor as experienced as you. This is not counted as a spell for the purposes of you using it and is considered physical. As such, no counter-spell, dispel magic, or other magical abilities will affect this ability. You also receive +10 feet of movement and +20 maximum Hit Points

If you became an Oath-Breaker, you gain an extra damage die with a weapon you are proficient in. Your status will be known by the society, giving you proficiency in Intimidation, or expertise if you already have proficiency Intimidation.

Doctor Professions[edit]

When you reach 1st level, you may choose one of the following Professions: The Pacifists of the Surgeon or Field Doctor, or the Oath-Breakers of the Quack or Plague-Bearer. Your choice grants different features at 3rd level, and again at 6th, 14th, and 18th

Surgeon[edit]

The Surgeon is the careful, deliberate Doctor who is far more specialized in long sessions of healing rather than in-the-moment patch jobs. While in moments when time is not a big deal, they can heal far greater than most other healing counterparts, they lack the ability to grant staying power to the party during a crisis. Even so, they understand anatomy and medicine to a far greater extent than other healing classes, and may prove to be the most useful in less combat-oriented campaigns.

Eyes On Me

By 3rd level, you have learned that sometimes medicine can scare people. Calming them seems to help ensure that you are not disrupted during critical moments. Add your Charisma modifier to all Healing-related rolls .

Proper Surgery

Beginning at 6th level, you have learned how to patch people up from the inside. You may perform surgery to examine a body, noting recent damage and any diseases or infections in their system. Upon succeeding a Medicine Check with DC 10, you may also heal the creature by 1d6 + Intelligence mod + Charisma mod of hit points. At 6th, your healing increases to 2d6 + Intelligence mod + Charisma mod. At 14th, it turns to 4d8 + Intelligence mod + Charisma mod. At 18th, it turns to 6d10 + Intelligence mod + Charisma mod. Surgery takes approximately 1 hour. If this was done during a short rest, the creature still gains the benefits from its hit die. The benefits from Eyes on Me have already been included in the healing amount.

The Best Medicine

By 14th level, you have learned a new type of medicinal practice: Laughter. You gain proficiency in Performance. When performing any Healing actions, you may also roll a Performance {Cha) check with against a creature's Insight (Wis). Success causes your target to laugh and gain 1d10 + your Charisma modifier in temporary Hit Points. A target may benefit from this feature only once per long rest. You cannot stack this effect with other temporary Hit Point increasing effects. This feature can be used in combat, causing your target to become stunned until your next turn, without gaining temporary Hit Points.

Total Anatomy

By 18th level, you know just about everything there is to know about anatomy between species. Your Doctoring bonuses now apply across all species, while the healing effects of your Medical Training are doubled.

Field Doctor[edit]

The Field Doctor is basically a non-magical Cleric. They heal in battle, or outside of it, about equally and grant the party extra staying power. However, the Field Doctor is limited by their own abilities to prepare medicines and supplies rather than the will of deities.

Medicinal Cloud

By 3rd level, you have thought to yourself "Hm... why can't I make healing potions into a cloud?" Well, now you can! During a long rest you can spend time on making 1 healing cloud grenade per 2 healing potions. The grenade turns into a mist that are half as effective as its liquid counterpart, but affects an area within a 5ft radius. You can throw your potions at a range of 30 feet. The radius increases to 10ft at 6th, 20ft at 14th, and 30ft at 18th. At 6th, you have discovered a reagent which causes your cloud to only affect your party! Whether they know you have injected them with the required reactant or not is up to you. This feature can only be used as an action, and cannot be activated through Experimentation's Bonus Action potion consumption.

Quick Assessment

At 6th level, you have learned how to quickly study your targets before taking action, whether in helping or harming. You may use an action to focus on a target, granting you an additional 1d4 plus to either an attack roll or healing ability on said target your next turn. This increases to 1d8 at 14th and 1d10 at 18th. You may use this feature a number of times equal to your Intelligence modifier and regain spent uses at the end of a short rest.

Skilled Patchwork

By 14th level, you have been well-practiced in patching up people on the field. Your Quick Patch now adds another die in healing. This extra die bonus will stack with Clean Supplies (3d8 + your Intelligence mod at 11th level and 3d10 + your Intelligence mod at 17th level).

Übermensch

By 18th level, you have become the Übermensch. You are beyond everyone's capabilities to heal. Any non-potion healing dealt is 150% effective while on the battlefield. Your Medicinal Cloud now works with any type of potion without any potency or duration penalty.

Auto-Doc[edit]

You cannot always trust your flesh to perform complex procedures. Machines, on the other hand, will always perform their dedicated tasks exactly as taught unquestioningly.

Drone

By 3rd level, you have built a tiny little drone to follow you around and assist in your healing duties, and you may use your Quick Patch class feature through it. If destroyed, you may rebuild it during a Long Rest. At 11th level, you may use your Natural Medicines class feature through this drone.

Drone
Tiny construct, any alignment
Armor Class 8 + your Intelligence modifier
Hit Points 1 + your Intelligence modifier
Speed Flying 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 12 (+1) 10 (+0) 12 (+1) 1 (-5)
Saving Throws Dex +3
Damage Resistances fire, piercing, slashing
Damage Immunities necrotic, poison, psychic, radiant
Condition Resistances charmed, deafened, exhaustion, frightened, petrified, poisoned
Senses passive Perception 11


Lifting Upgrade

By 6th level, your drone has a more powerful motor. Your drone may carry up to 200 pounds, although its flying speed is reduced to 15 feet while it carries anything. At 14th level, this has been resolved and your drone will be able to carry up to 300 pounds.

Emergency Protocols

If you are a Pacifist, by 14th level, you may use a Bonus Action to active your drone's Emergency Protocols in a 15 foot sphere of itself. This heals any living creatures a number of Hit Points equal to your proficiency bonus plus your Intelligence modifier, using 1 of your Natural Medicines components per round active, and you may turn this off as a Bonus Action. You may use your Experimentation and Doctor's Prescription class features through your drones.

If you are an Oath-Breaker, by 14th level, you may use a Bonus Action to active your drone's Emergency Protocols in a 15 foot sphere of itself. This damages any creatures a number of Hit Points equal to your proficiency bonus plus your Intelligence modifier as Acid Damage, using 1 of your Natural Medicines components per round active per drone active, and you may turn this off as a Bonus Action. Your drones are immune to Acid Damage. You may use your Biological Weakness class feature through your drones.

Fleet

By 18th level, you have created a fleet of drones equal to your Intelligence modifier, and you may spend any number of Hit Die during a Short Rest to rebuild drones up to your Intelligence modifier.

At 20th level, your drones also gain the benefits of your Combat Ready class feature.

If you are a Pacifist, your drones may use an action to extract a fallen target's brain and carry it off.

If you are an Oath-Breaker, you may use any skill with which you have proficiency or expertise through your drones.

Quack[edit]

They laughed when you removed the internal organs of your patient. You laughed when you put the organs inside of them. Why? Why not? The Quack is the one who chose the medical life, not to 'help people' or 'ensure the longevity of everyone' but instead for science! How far can the organic body go? How fragile are they? How can they be improved? What sorts of creatures can you CREATE? The Quack gains the ability to talk to ducks and other waterfowl. Perhaps other birds, too. Are the translations accurate? No one really can answer that.

Kooky Surgery

At 3rd level, you are experimenting with bodies. Not your body, but bodies nonetheless! You may perform surgery to examine a body, noting recent damage and any diseases or infections in their system. Upon succeeding a Medicine Check with DC 15, you may also heal the creature by 1d6 + Intelligence mod of hit points. At 6th, your healing increases to 2d6 + Intelligence mod. At 14th, it turns to 4d8 + Intelligence mod. At 18th, it turns to 6d10 + Intelligence mod. Surgery takes 1 hour. If this was done during a short rest, the creature still gains the benefits from its hit die.

Organic Harvest

By 6th level, the Quack can begin collecting up to 1d4 organs from slain creatures. You may use such organs to improve your surgery, adding +2 to all of your rolls in surgery per organ used. This increases to 4 at 14th and 8 at 18th. However, your target must pass a Constitution save with DC 10 plus 2 for every organ used to ensure their body doesn't reject the transplant. Failing this instantly drops them to 0 HP with 1 failed death saving throw. Organs weigh 2 pounds each and will spoil within 1 day if not kept cold. You cannot harvest organs from constructs, oozes, plants, or undead.

Live Harvest

By 14th level, you have learned all you need to know about the body; its strong points, its weaknesses... most of all the weaknesses. Your attacks Critical at 19 and 20. You also harvest 1 organ on a critical melee hit, or destroy 1 organ on a critical ranged hit. Harvesting or otherwise destroying 3 organs from a single creature reduces its hit points to 0.

Unfeeling

By 18th level, you have lost all feelings. Also, your nerves may have malfunctioned. Your Constitution is increased to 20. You gain only half the number of hit points retroactively from this ability score increase, but it increases normally for later levels. You also gain proficiency in Constitution saving throws.

Plague-Bearer[edit]

Populations kept alive by overly zealous medicine has led to a weaker immune system. Disease is simply nature's way of sorting those weaklings from those who can truly survive life's challenges, and who are those fools to say otherwise? The Plague-Bearer is this catalyst to nature, bringing disease wherever he goes and cleansing the world of those too weak to be allowed to remain alive and propagate their weakness.

Vector

By 3rd level, you have been blessed with a greater immune system. Disease does not harm you, but it can live inside of you. Any time that you would become diseased, you take none of the symptoms or penalties for being sick and can carry the disease with you. Your unarmed strikes receive an additional 1d4 piercing damage and force a constitution saving throw against your Doctor save DC (8 + your intelligence modifier + your proficiency bonus) or be inflicted by a random disease which you carry. At 14th level, you deal additional poison damage equal to the number of diseases which you carry.

Noxious Aura

Beginning at 6th level, you have learned how to create poisonous clouds which cling around you.Any creature within its area of effect takes half your Doctor Level in poison damage at the start of its turn. This cloud affects an area within a 5ft radius. The radius increases to 10ft at 11th, 20ft at 14th, and 30ft at 18th. You have also discovered a reagent which causes your cloud to not affect your party! Whether they know you have injected them with the required reactant or not is up to you. By 14th level, you may also infect any creatures within the cloud with a random disease you carry at the start of its turn should it fail a constitution saving throw against your Doctor save DC.

Infected

By 14th level, you have gained the ability to make wounds even worse. You gain the ability to mimic the effects of the spell Contagion a number of times equal to your Intelligence modifier and regain all uses upon completing a long rest. Your Spellcasting ability for this is equal to your Intelligence modifier plus your Proficiency Bonus. Th

Superbug

By 18th level, your diseases refuse to die out. Any diseases which you catch live within you forever, still harmless to you but able to infect those around you. You may also infect a creature with two diseases instead of one with your Vector feature, and your Doctor Save DC increases to 8 + your intelligence modifier + your constitution modifier + your proficiency bonus.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Doctor class, you must meet these prerequisites: 13 Intelligence.

Proficiencies. When you multiclass into the Doctor class, you gain the following proficiency: One Skill on Doctor's List and Shields



Author's Note: I would just like to say thank you to the creator of the Battle Medic class. I used a lot of it as a sort of baseline for how I wanted my Doctor to go, as well as borrowing a few Features (such as Medical Training and Doctoring). Even so, I like how my Doctor is still very much unique to the Battle Medic. If you have any suggestions for balancing the Doctor class, feel free to edit and share your ideas.

Editor's Note: I added modifiers in the Natural Medicine feat. Please feel free to tweak it more or less according to your liking.



Q

Which healing potion do you use for Experimentation because there different rarities, which in turn heal more

A

Editor: included a table


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