I think a very important, but poorly-represented character concept is that of the skilled healer, someone who more closely represents what a healer in a medieval setting is actually like. The Player's Handbook includes the healer feat, but I wanted this archetype to not rely at all on the feat, but at the same time be completely compatible with anyone who wants to take it. I felt the Rogue class was the best fit for the archetype, as the rogue class in 5th Edition emphasizes expertise in potentially any of the skills available. Thoughts on play balance and phrasing are appreciated.
You take the Rogue’s emphasis on precision and perfecting their skills down a very different path. Perhaps from formal training, or perhaps out of the circumstantial necessity that pulls most rogues through life, you have picked up the physician’s healing art. This is not the miraculous power of devout men to erase wounds and raise the dead, but the gruesome and practical science of medicine. Your talents as a physician will help you to identify and cure afflictions, promote the long-term longevity of yourself and others, and brew bizarre tonics and potions with the expertise of a learned sage.
Doctor of Physic
When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the Medicine skill. You can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, take the Use an Object Action (But only to use a potion, or anything that can be created with an herbalism kit, on yourself or someone else), or use your healer’s kit.
Bone Setting
Starting at 3rd level, during a short rest you can treat a number of patients (potentially including yourself) equal to your Wisdom Modifier (Min. 1). A patient under your care who spends hit dice to restore hit points gains extra hit points equal to your Wisdom Modifier (Min 1.) at the end of the short rest, and can reroll any hit dice that roll a 1. Patients must use the new roll, even if the new roll is a 1.
Bloodletting
Starting at 9th level, by balancing the elemental humors in a patient’s body, you can cure a wide range of illnesses. You can make a Wisdom (Medicine) check as a bonus action and force a creature within 5 feet (Or yourself) to spend a hit die. Instead of regaining hit points they lose that much health, and if the result of the medicine check beats the save DC of an effect that inflicted a disease or caused the blinded, charmed, deafened, paralyzed, or poisoned condition, end that disease or condition.
Alchemy
By 13th level, you have become experienced in producing the strange remedies and potions peddled by apothecaries and alchemists. For the purpose of brewing potions, you are considered to be a spellcaster with levels in a class with spell slots equal to a third of your rogue level. The time and gold you must spend to brew potions, and to create antitoxins and other formulas with your Herbalism Kit, is halved.
Additionally, you gain expertise in your Herbalism Kit.
Faith Healing
When you reach 17th level, your experience and reputation as a Physician allows your first and last resort in the healing arts, prayer, to have some measurable effect, even if there is no true magic behind it. As a bonus action, you dramatically pray for the intercession of a higher power in protecting and healing an ally. Choose one friendly creature other than yourself within 60 feet of you who can hear you. That creature gains temporary hit points equal to 1d4 + your Wisdom modifier (Min. 1). As long as these temporary hit points last, the creature who has them has advantage on Constitution and Charisma saving throws. Only one creature can have temporary hit points from your Faith Healing feature at a time.
Additionally, a patient under your care who spends hit dice to restore hit points can reroll any dice that roll a 1 or 2. Patients must use the new roll, even if the new roll is a 1 or 2.
You take the Rogue’s emphasis on precision and perfecting their skills down a very different path. Perhaps from formal training, or perhaps out of the circumstantial necessity that pulls most rogues through life, you have picked up the physician’s healing art. This is not the miraculous power of devout men to erase wounds and raise the dead, but the gruesome and practical science of medicine. Your talents as a physician will help you to identify and cure afflictions, promote the long-term longevity of yourself and others, and brew bizarre tonics and potions with the expertise of a learned sage.
Doctor of Physic
When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the Medicine skill. You can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, take the Use an Object Action (But only to use a potion, or anything that can be created with an herbalism kit, on yourself or someone else), or use your healer’s kit.
Bone Setting
Starting at 3rd level, during a short rest you can treat a number of patients (potentially including yourself) equal to your Wisdom Modifier (Min. 1). A patient under your care who spends hit dice to restore hit points gains extra hit points equal to your Wisdom Modifier (Min 1.) at the end of the short rest, and can reroll any hit dice that roll a 1. Patients must use the new roll, even if the new roll is a 1.
Bloodletting
Starting at 9th level, by balancing the elemental humors in a patient’s body, you can cure a wide range of illnesses. You can make a Wisdom (Medicine) check as a bonus action and force a creature within 5 feet (Or yourself) to spend a hit die. Instead of regaining hit points they lose that much health, and if the result of the medicine check beats the save DC of an effect that inflicted a disease or caused the blinded, charmed, deafened, paralyzed, or poisoned condition, end that disease or condition.
Alchemy
By 13th level, you have become experienced in producing the strange remedies and potions peddled by apothecaries and alchemists. For the purpose of brewing potions, you are considered to be a spellcaster with levels in a class with spell slots equal to a third of your rogue level. The time and gold you must spend to brew potions, and to create antitoxins and other formulas with your Herbalism Kit, is halved.
Additionally, you gain expertise in your Herbalism Kit.
Faith Healing
When you reach 17th level, your experience and reputation as a Physician allows your first and last resort in the healing arts, prayer, to have some measurable effect, even if there is no true magic behind it. As a bonus action, you dramatically pray for the intercession of a higher power in protecting and healing an ally. Choose one friendly creature other than yourself within 60 feet of you who can hear you. That creature gains temporary hit points equal to 1d4 + your Wisdom modifier (Min. 1). As long as these temporary hit points last, the creature who has them has advantage on Constitution and Charisma saving throws. Only one creature can have temporary hit points from your Faith Healing feature at a time.
Additionally, a patient under your care who spends hit dice to restore hit points can reroll any dice that roll a 1 or 2. Patients must use the new roll, even if the new roll is a 1 or 2.
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