Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
New Rogue Archetype: The Physician (Expert in Medieval Medicine)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Storm!" data-source="post: 6763847" data-attributes="member: 6799479"><p>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.</p><p></p><p>[HR][/HR]</p><p style="text-align: center"><strong><span style="font-size: 18px"></span></strong></p> <p style="text-align: center"><strong><span style="font-size: 18px">Physician Archetype</span></strong></p> <p style="text-align: center"><strong></strong>[ATTACH]72029[/ATTACH]</p> <p style="text-align: center"></p> <p style="text-align: center"></p><p>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.</p><p></p><p><strong>Doctor of Physic</strong></p><p>When you choose this archetype at 3[SUP]rd[/SUP] 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.</p><p></p><p><strong>Bone Setting</strong></p><p>Starting at 3[SUP]rd[/SUP] 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.</p><p></p><p><strong>Bloodletting</strong></p><p>Starting at 9[SUP]th[/SUP] 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.</p><p></p><p><strong>Alchemy</strong></p><p>By 13[SUP]th[/SUP] 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.</p><p> Additionally, you gain expertise in your Herbalism Kit.</p><p></p><p><strong>Faith Healing</strong></p><p>When you reach 17[SUP]th[/SUP] 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.</p><p> 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.</p></blockquote><p></p>
[QUOTE="Storm!, post: 6763847, member: 6799479"] 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. [HR][/HR] [CENTER][B][SIZE=5] Physician Archetype[/SIZE] [/B][ATTACH=CONFIG]72029._xfImport[/ATTACH] [/CENTER] 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. [B]Doctor of Physic[/B] When you choose this archetype at 3[SUP]rd[/SUP] 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. [B]Bone Setting[/B] Starting at 3[SUP]rd[/SUP] 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. [B]Bloodletting[/B] Starting at 9[SUP]th[/SUP] 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. [B]Alchemy[/B] By 13[SUP]th[/SUP] 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. [B]Faith Healing[/B] When you reach 17[SUP]th[/SUP] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
New Rogue Archetype: The Physician (Expert in Medieval Medicine)
Top