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New Rogue Archetype: The Physician (Expert in Medieval Medicine)
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<blockquote data-quote="Storm!" data-source="post: 6764566" data-attributes="member: 6799479"><p>Wow, lots of great discussion here! I really appreciate it!</p><p></p><p></p><p>Haha in my original personal draft, I actually had max health restored whenever a rest hit die was used. I gave it some thought and realized that was crazy-overpowered for a level 3 class feature (Almost equal to the life cleric, the ultimate healer's, level 17, so I didn't think much about reducing it to only on a 1 or 2. I can see what you mean though and I think I will change the re-roll to only happen on a 1 at 3rd level and on a 1 or 2 at 17th like you suggest.</p><p></p><p></p><p></p><p>Ah, I see what you mean here regarding the rogue spell slots (Especially with how multi-classing interacts with the arcane trickster and other classes) so I will definitely change that. Magic item creation is still a slow and expensive process in 5e (Though I certainly don't think that's a bad thing as a whole) and I'm not sure that this part of the ability is such an issue. Nonetheless I will give it some thought, and I really like your alternative suggestion of quickly creating healing potions, but they only grant temp hp. It kinda goes well with the pseudo-placebo effect of medieval medicine and ideally the kind of flavor I'm especially trying to capture with faith healing. Speaking of...</p><p></p><p></p><p>I like this suggestion as an alternative in terms of keeping the game mechanics but having a very different flavor. As far as my limited understanding of the historical medieval period goes (Like the very anachronistic plague doctor pictured above), diseases were believed to be a spiritual affliction, a punishment from god, and so praying god for forgiveness was the most common "Practice" in alleviating and curing illnesses. I'm going to keep this feature as faith-healing, which I believe is important to have a complete medieval-style physician, but between yours and Macv12's comments:</p><p></p><p></p><p>I can see that the ability as-presented is a little bit immersion-breaking in how dramatic a boon it provides despite being more or less psychological in nature. I think I will change faith healing to instead provide 1d4+WIS temp HP and provide advantage on Constitution (Protection from diseases and poison) and Charisma (Protection from possession by demons and evil spirits) saving throws instead. Rather than being 1/long rest, it can be used infinitely as an action, but only 1 creature can have temp hp granted by this feature at a time. This is very similar to the Warlock invocation "Fiendish Resilience," but instead of only working on you, it can only be used on someone else.</p><p></p><p></p><p></p><p>Ah good catch! It is supposed to be compatible with Cunning action because it is a medicine check, but I should specify that in the feature's description.</p><p></p><p></p><p>Some interesting ideas here. I really like your Quick Thinking feature to Use an Object to administer a potion to yourself or someone else. I'm not sure that on its own is worth an entire 9th level feature, so I'll think about folding that into one of the other features. I think your field medic would make a good fighter archetype (Being more of a soldier). The flavor of the Physician as being distinctly medieval-style is extremely important to me and I will keep the name Physician as-is. Your level 3 feature of 1/short rest a stabilized creature regains 1 hit point is almost identical to a boon of the healer feat, and I want this archetype to be completely compatible, and simultaneously completely independent from the healer feat and the optional feat rules.</p><p></p><p>Your surgical precision feature reminds me of a feature I considered giving my physician either called "Plague Doctor"</p><p>"Starting at 3rd level, your advanced medical knowledge makes you as good at spreading sickness as you are at treating it. When you deal extra damage with your Sneak Attack feature, you can change the extra damage to deal Poison damage. When you deal Poison damage with your Sneak Attack feature, the target must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or be poisoned until the end of its next turn."</p><p>As I kept thinking of more abilities, this felt like the least important to me though so it hit the chopping block.</p><p></p><p></p><p>A physician trained in a formal school would probably take something resembling the hippocratic oath. On the other hand, this physician kind of folds together all the different "Healing Practices" of the middle ages into one character that would be more traditionally separate occupations, mainly the bone-setter, apothecary, actual physician, and to an extent the priest.</p><p></p><p>There's been a lot of comments on whether the rogue is a good fit for the physician. I don't think its a perfect fit, but from the core class options the PHB offers, I definitely think its the best one. I really admire 5th edition's Rogue because the rogue's expertise can be used with any skill you know, giving a huge breadth of character concepts that can be cobbled together using the rogue. A Rogue with expertise in athletics and intimidation could be a thug, and a Rogue with expertise in persuasion and history (With the Swashbuckler domain) could be a cultured noble. Being a rogue also adds something of a slightly sinister touch I like when coinciding with some of the really brutal work they have to do. The only other class we currently have I would even consider for the physician would be the fighter, but I think the rogue is a much better fit. If the Factotum class from 3e ever got re-released, that would probably be the best place for the physician.</p></blockquote><p></p>
[QUOTE="Storm!, post: 6764566, member: 6799479"] Wow, lots of great discussion here! I really appreciate it! Haha in my original personal draft, I actually had max health restored whenever a rest hit die was used. I gave it some thought and realized that was crazy-overpowered for a level 3 class feature (Almost equal to the life cleric, the ultimate healer's, level 17, so I didn't think much about reducing it to only on a 1 or 2. I can see what you mean though and I think I will change the re-roll to only happen on a 1 at 3rd level and on a 1 or 2 at 17th like you suggest. Ah, I see what you mean here regarding the rogue spell slots (Especially with how multi-classing interacts with the arcane trickster and other classes) so I will definitely change that. Magic item creation is still a slow and expensive process in 5e (Though I certainly don't think that's a bad thing as a whole) and I'm not sure that this part of the ability is such an issue. Nonetheless I will give it some thought, and I really like your alternative suggestion of quickly creating healing potions, but they only grant temp hp. It kinda goes well with the pseudo-placebo effect of medieval medicine and ideally the kind of flavor I'm especially trying to capture with faith healing. Speaking of... I like this suggestion as an alternative in terms of keeping the game mechanics but having a very different flavor. As far as my limited understanding of the historical medieval period goes (Like the very anachronistic plague doctor pictured above), diseases were believed to be a spiritual affliction, a punishment from god, and so praying god for forgiveness was the most common "Practice" in alleviating and curing illnesses. I'm going to keep this feature as faith-healing, which I believe is important to have a complete medieval-style physician, but between yours and Macv12's comments: I can see that the ability as-presented is a little bit immersion-breaking in how dramatic a boon it provides despite being more or less psychological in nature. I think I will change faith healing to instead provide 1d4+WIS temp HP and provide advantage on Constitution (Protection from diseases and poison) and Charisma (Protection from possession by demons and evil spirits) saving throws instead. Rather than being 1/long rest, it can be used infinitely as an action, but only 1 creature can have temp hp granted by this feature at a time. This is very similar to the Warlock invocation "Fiendish Resilience," but instead of only working on you, it can only be used on someone else. Ah good catch! It is supposed to be compatible with Cunning action because it is a medicine check, but I should specify that in the feature's description. Some interesting ideas here. I really like your Quick Thinking feature to Use an Object to administer a potion to yourself or someone else. I'm not sure that on its own is worth an entire 9th level feature, so I'll think about folding that into one of the other features. I think your field medic would make a good fighter archetype (Being more of a soldier). The flavor of the Physician as being distinctly medieval-style is extremely important to me and I will keep the name Physician as-is. Your level 3 feature of 1/short rest a stabilized creature regains 1 hit point is almost identical to a boon of the healer feat, and I want this archetype to be completely compatible, and simultaneously completely independent from the healer feat and the optional feat rules. Your surgical precision feature reminds me of a feature I considered giving my physician either called "Plague Doctor" "Starting at 3rd level, your advanced medical knowledge makes you as good at spreading sickness as you are at treating it. When you deal extra damage with your Sneak Attack feature, you can change the extra damage to deal Poison damage. When you deal Poison damage with your Sneak Attack feature, the target must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or be poisoned until the end of its next turn." As I kept thinking of more abilities, this felt like the least important to me though so it hit the chopping block. A physician trained in a formal school would probably take something resembling the hippocratic oath. On the other hand, this physician kind of folds together all the different "Healing Practices" of the middle ages into one character that would be more traditionally separate occupations, mainly the bone-setter, apothecary, actual physician, and to an extent the priest. There's been a lot of comments on whether the rogue is a good fit for the physician. I don't think its a perfect fit, but from the core class options the PHB offers, I definitely think its the best one. I really admire 5th edition's Rogue because the rogue's expertise can be used with any skill you know, giving a huge breadth of character concepts that can be cobbled together using the rogue. A Rogue with expertise in athletics and intimidation could be a thug, and a Rogue with expertise in persuasion and history (With the Swashbuckler domain) could be a cultured noble. Being a rogue also adds something of a slightly sinister touch I like when coinciding with some of the really brutal work they have to do. The only other class we currently have I would even consider for the physician would be the fighter, but I think the rogue is a much better fit. If the Factotum class from 3e ever got re-released, that would probably be the best place for the physician. [/QUOTE]
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