Doctor (5e Class)
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- 1 Doctor
- 2 Creating a Doctor
- 2.1 Class Features
- 2.1.1 Table: The Doctor
- 2.1.2 Doctoring
- 2.1.3 Path of the Pacifist
- 2.1.4 Medical Training
- 2.1.5 Experimentation
- 2.1.6 Doctor's Prescription
- 2.1.7 Choose Profession
- 2.1.8 Quick Patch
- 2.1.9 Ability Score Increase
- 2.1.10 Natural Medicines
- 2.1.11 Patient Patience
- 2.1.12 Learned Traveler
- 2.1.13 Clean Supplies
- 2.1.14 Adrenal Rush
- 2.1.15 Combat Ready
- 2.2 Doctor Professions
- 2.3 Multiclassing
- 2.1 Class Features
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
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 Medicine and Survival.
As a Doctor you gain the following class features.
- Hit Points
Armor: Shields and light armor
Weapons: Simple ranged and melee weapons.
Tools: Alchemist's Supplies, Brewer's Supplies, Healer's Kit, Herbalism Kit
Saving Throws: Intelligence and Wisdom
Skills: Medicine and Choose two from the following: Animal Handling, Deception, Insight, Nature, Sleight of Hand, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- Bonesaw (Handaxe stats without the thrown property)
- (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.
|1st||+2||Doctoring, Medical Training, Path of the Pacifist|
|2nd||+2||Doctor's Prescription, Experimentation|
|3rd||+2||Choose Profession, Quick Patch|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Natural Medicines Upgrade|
|19th||+6||Ability Score Improvement|
At 1st level, you gain advantage and expertise to your Medicine checks. Furthermore, you may add a bonus on humanoids races equal to your Intelligence Modifier. You may also apply this bonus to a number of creature type up to 1 + your intelligence modifier. The basics anatomy of the creature types allows you to have an advanced understanding of how they work, gaining the same feature. The difference in size and scale of creatures change, but their organs share great similarities. The types you may choose from are; Aberrations, Beasts, Celestials, Dragons, Elementals, Feys, Fiends, Giants, Monstrosities, Plants, or Undead.
Path of the Pacifist
At 1st level, you may choose the path of the pacifist if you decide to become a Surgeon or Field Doctor as your profession. As a pacifist, you do not harm but only persuade the enemy to stop fighting and end the battle peacefully. Pacifists cannot use weapons but they can hold on to or carry weapons like all other classes. If you attack and do damage to any NPC, your profession changes to Quack. Damage done by Natural Medicines does not break this path. Choosing the pacifist also allows you to use an action to heal an ally for 1d8 + your Intelligence modifier. You can do this a number of times equal to your Intelligence modifier (minimum 1) and regain all uses on a short rest. This healing increases to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level
At 1st level, your experience and medical training have made you more effective at healing. Whenever you use your Medicine skill or a healer's kit on a 0 HP creature, the creature regains extra Hit Points equal to your Intelligence modifier + your Doctor level. You can't use this particular skill if you are or the target you are healing is within 5 feet of a hostile creature.
Additionally,you can spend the time studying a cadaver and share this knowledge among your students. During your long rest, your students can roll Medicine check and must pass a DC of 15. On a success, they temporarily gain advantage in Medicine checks and gain additional attack roll equal to your Intelligence modifier 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 check.
At 2nd level, you have become curious as to the effects of multiple potions at once. Thus, you may use two potions in a single action, either on yourself or on a willing target. Your target must succeed a Constitution save with DC 12 to down them in one go.
If you are a pacifist, you may also brew "unstable" healing potions at the end of a 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 (minimum 1) divided by 3 (rounded up) + 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|
|11th to 15th||Potion of Superior Healing|
|16th to 20th||Potion of Supreme Healing|
At 2nd level, you may now choose to make Medicine checks 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 can cure one disease or affliction when consumed. These potions lose its properties after the end of your next long rest. You can make an amount of these potions equal to your level (minimum 1) divided by 3 (rounded up) + your Intelligence modifier (minimum of 2 potions you can make).
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 your target (can include yourself) and heal by 1d4 + your Intelligence Modifier + class levels. You may only do this a number of times equal to twice your proficiency modifier per long rest. This increases to 1d6 at 5th, 1d8 at 11th, and 1d10 at 17th.
Ability Score Increase
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.
At 5th level, you have found a way to create natural medicines. You have 3 components to use when you gain this ability, and can forage for more upon succeeding a Nature check while in the wilds with DC of 16 or taking three hours (refills you to maximum). Your maximum increases from 3 to 5 at 11th and 5 to 8 at 17th. You may use these with a Bonus Action to any adjacent target you choose.
- Blazing Powder Upon using 1 component, the target takes 1d4 fire damage + Dexterity mod and stops bleeding. At 17th level, you may increase its damage to 1d10 + Dexterity mod.
- Heavy Crystals If you have at least 1 component, the target takes 1d4 bludgeoning damage + Strength mod without consuming the component. At 17th level, damage increases to 1d10 + Strength mod.
- Revival Powders Using 3 components, you can copy the effects of a revivify spell on a target. At 17th level, the target gains Hit Points equal to your Intelligence mod + your class levels.
- Antivenom Upon using 3 components, the target is cured of being poisoned. At 17th, the target is immune to poison for 5 minutes.
- Rejuvenation Powder Upon using 1 component, the target regains 1d4 + Intelligence mod hit points. At 17th, this increases to 1d10 + Intelligence mod.
- Chill Powder Using 2 components, the target takes 2d6 cold damage + Dexterity mod. At 17th level, this increases to 2d12 + Dexterity mod.
- Revitalization Powder Upon using 3 components, any target at 0 HP rises up again with 1/4 their maximum hit points + Intelligence mod + your class levels. At 17th level, you may use 2 more components to increase this to 1/2 their maximum hit points.
- Necrotic Nectar Upon using 3 components, the target takes 2d8 necrotic damage + Dexterity mod. At 17th, this effect occurs at the start of the creature's turn until it succeeds a Constitution saving throw with DC 16 to remove it.
- Pocket Glass Upon using 2 components, the target takes 1d4 slashing damage + Dexterity mod at the start of each of their turns for 30 seconds (5 rounds) due to blood loss. This increases to 1d8 + Dexterity mod at 17th.
- Popping Powder Upon using 3 components, the target must make a Dexterity saving throw and pass a DC of 10 plus your Dexterity mod. On a fail, that creature is blinded until its next turn. At 17th level, you may use 2 more components to prolong the effect by two turns.
At 7th level, upon a target becoming gravely wounded (their player 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.
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 to gain proficiency in, or double your proficiency bonus in a skill you already possess.
If you decide to further improve your Medicine check, gain +2 regardless if you are already have expertise.
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.
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 (Surgeon or Field Doctor profession), 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 a Quack profession, 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 short or long rest.
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 and receive +10 feet of movement, as well as gaining +20 maximum Hit Points.
If you have played a loyal pacifist up to this point and have not intentionally hurt anyone, you can use the revivify 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.
If you became a Quack Doctor, you gain an extra die with a weapon you are proficient in. Your status will be known by the society, giving you advantage on Intimidation checks in a local community where you have stayed long enough.
When you reach 3rd level, you may choose one of the following Professions: Surgeon, Field Doctor, or Quack. Your choice grants different features at 3rd level, and again at 6th, 10th, 14th, and 18th
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 freak people out. Calming them seems to help ensure that you are not disrupted during critical moments. Add your Charisma modifier to all Healing-related rolls.
Beginning at 6th level, you have decided that deliberate work on ensuring the entirety of the system is functional is better than keeping the outside pretty. 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 hit points, adding another 1d6 to healing at 6th and 14th. These instead become 4d8 at 18th. Surgery takes approximately 2 hours.
- The Best Medicine
By 14th level, you have learned a new type of medicinal practice: Laughter. Gain proficiency in Performance. When performing any Healing actions, you may also roll a Performance check with a DC 15. Success causes your target to laugh and gain 2d10 temporary Hit Points. Cannot stack this effect with other temporary Hit Point increasing effects. Can be used in Combat, causing enemies 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.
The Field Doctor is basically a non-magical Cleric. They heal in battle, or outside of, 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! You may turn your Healing Potions into a mist that are half as effective as its liquid counterpart, but affects an area within a 5ft radius (Not usable in conjunction with Experimentation's double potion consumption). 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.
- 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 a bonus action to focus on a target, granting you an additional 1d6 plus your Intelligence modifier to either an attack or healing ability on said target your next turn. This increases to 1d8 at 14th and 1d10 at 18th.
- Skilled Patchwork
By 14th level, you have been well-practiced in patching up people on the field. Your Quick Patch now adds another 1d12 plus your Intelligence modifier of healing. The extra die bonus from Clean Supplies will not affect this feat, but will still apply in Quick Patch.
By 18th level, you have become the Übermensch. You are beyond everyone's capabilities to heal. Any healing dealt is 150% effective while on the battlefield. Your Medicinal Cloud now works with any type of potion without any potency penalty (Not usable in conjunction with Experimentation's double potion consumption).
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.
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 approximately 2 hours. If this was done during a short rest, the creature still gains the benefits from its hit die.
- Appreciated Donations
By 6th level, the Quack can begin collecting organs from slain creatures. You may use such organs to improve your surgery, adding 2 to all 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 it. Failing this instantly drops them to 0 HP. 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.
- Pinpoint Precision
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 with melee weapons Critical at 19 and 20. You also harvest 1 organ on a critical melee hit. Harvesting 3 organs from a single creature reduces its hit points to 0.
By 18th level, you have lost all feelings. Also, your nerves may have malfunctioned. Your Constitution is increased to 20. This does NOT retroactively increase your Maximum Hit Points but will affect you for later levels. You also gain proficiency in Constitution saving throws.
Prerequisites. To qualify for multiclassing into the Doctor class, you must meet these prerequisites: 13 Wisdom and either 13 Intelligence or 13 Charisma.
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.
Which healing potion do you use for Experimentation because there different rarities, which in turn heal more
Editor: included a table