0% found this document useful (0 votes)
481 views6 pages

Doctor Class, 5e

Doctor Class for D&D 5e with changes to specific systems

Uploaded by

Lucas Guzman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
481 views6 pages

Doctor Class, 5e

Doctor Class for D&D 5e with changes to specific systems

Uploaded by

Lucas Guzman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Doctor

A dwarf covered in dirt looks down in annoyance as he The Doctor


stitches up an arm after an avoidable mining accident, his
supplies for the day already running low. Proficiency
Sliding a razor-sharp blade along the beasts back an elf Level Bonus Features
expertly severs its spinal cord, slaying the creature while 1st +2
Oath Benefit, Medical Training,
preserving its organs for experimentation. Doctor's Bag, First Aid
The sharp claws of a dragonborn swipe downward, Second Opinion, Anatomical
removing the infected limb of a fellow adventurer before the 2nd +2
Precision
poison can spread, a burning torch already prepared to
cauterize the wound. 3rd +2 Doctor Profession feature
Doctors are the healers of the common man, working 4th +2 Ability Score Improvement
tirelessly in places the gods have overlooked. Though they
lack the magical abilities of other healers their results are no 5th +3 Patch Up, Diagnosis
less effective. Whether it’s saving a life or ending a life, a 6th +3 Paramedic, Vaccination
doctor utilizes their hard-earned knowledge to achieve their
goals; no matter what they are. 7th +3 Doctor Profession feature
8th +3 Ability Score Improvement
Knowledge is Power 9th +4 Expert Treatment
Doctors aren’t born, they are made. It takes years of study 10th +4 Reanimation
and practice to gain the skills required to be a competent
healer, and even then, there is always more to learn. 11th +4 Doctor Profession feature
Everything from long lost scrolls to dusty tomes might hold a 12th +4 Ability Score Improvement
new secret to preserving life, and it is their responsibility to
discover it. It isn’t uncommon for a doctor to spend their 13th +5 Experienced Healer
down time seeking out the nearest library, only to be dragged 14th +5 Sedate
away days later by the party in order to move on with their
adventure. 15th +5 Doctor Profession feature
16th +5 Ability Score Improvement
Hard Earned Healing
17th +6 Practiced Hands
Unlike many who can heal simply by calling on the powers
that be, Doctors must make do with intelligence, skill, and 18th +6 Doctor Profession feature
hard work. Not only that, but healing without magic is far less 19th +6 Ability Score Improvement
convenient. Every sedative and healing salve a doctor uses
was hand crafted by them. They spend most evenings boiling 20th +6 Experimental Procedure
bandages and refilling syringes, all while trying to get the
blood out of their clothes. It can be a hard life, but luckily a
doctors skills are always in high demand.
Creating A Doctor Quick Build
When making a doctor your first thoughts should be towards You can make a Doctor quickly by following these
your practice. Did you own your own clinic where injured suggestions. First, put your highest ability score into
townspeople gathered? Perhaps you sold experimental Intelligence, followed by Dexterity. Second, choose the sage
potions out of your bag to travelers in need along on the background.
road? Or maybe you spent your days in the back of a tavern,
stitching up the wounds of thieves and cutthroats who paid Class Features
well for your discretion. As a doctor, you gain the following class features:
Have you become an adventurer by choice, seeking to
protect those who put their lives on the line for the greater Hit Points
good? Or were you run out of town for selling orc blood as Hit Dice: 1d8 per doctor level Hit Points at 1st Level: 8 +
healing potions, and found yourself with other outcasts? your Constitution modifier Hit Points at Higher Levels: 1d8
Regardless, wherever you go a healer is almost always (or 5) + your Constitution modifier per doctor level after 1st
welcome.

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Proficiencies As long as you have access to your Doctor's Bag you may You
Armor: Light armor, medium armor use an action to stabilize a creature that has 0 hit points, Intell
Weapons: All simple weapons, hand crossbows without needing to make a Medicine check. regai
Tools: Surgeon's Tools and choose one from Alchemist's First Aid
Supplies, Healer's Kit, or Herbalism Kit
Beginning at 1st level you can apply basic first aid to an
Saving Throws: Intelligence, Constitution adjacent creature you can touch. As a bonus action you heal
Skills: Medicine and choose two from History, Insight, the target for 1d4 hit points. This increases by 1d4 when you
Investigation, Perception, and Sleight of Hand reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Equipment
You can use this feature a number of times equal to your
Intelligence modifier + 1. You regain any expended uses when
You start with the following equipment, in addition to the you finish a Short Rest.
equipment granted by your background:
two simple weapons Second Opinion
a hand crossbow and 20 bolts Once you have reached 2nd level you have become
(a) scholar's pack or (b) a diplomat's pack accustomed not only to combat, but to coordinating with
other healers. Whenever an ally within 20ft of you uses a
healing ability, spell, or item, you can use your reaction to
Tools of the Trade increase the amount healed to a single target by half, rounded
A doctor has a number of unique items that they up. Your ally must be able to see or hear you.
use in their practice. Small hammers for breaking
bones, saws for removing limbs, scalpels, and other Anatomical Precision
sharp blades. An experienced doctor has learned to
turn these tools of healing into deadly weapons. By 2nd level you have become accustomed to combat, and
If you wish to use these as weapons ask your DM have learned to use some of your medical skills to give you an
to help you determine their stats. edge. When you hit a creature with an attack dealing slashing
or piercing damage you may forgo that damage in exchange
for causing the target creature to suffer Necrotic damage
Ability Save DC equal to your Proficiency Bonus at the end of each of their
8 + your proficiency bonus + your intelligence modifier turns. This damage stacks up to a maximum of three times
your Proficiency Bonus. A creature may end this condition on
Oath itself by taking an action to make a successful Medicine
check against your ability DC
When you completed your medical training, you adopted an You may use this ability a number of times equal to your
oath to solidify your resolve towards the healing arts. At 1st Dexterity modifier (a minimum of once). You regain all
level choose one of the following options. expended uses when you finish a Long Rest.
“To Do No Harm.” The doctor gains proficiency with
Insight and Perception, If they already have proficiency in Doctor Profession
those skills their proficiency is doubled. The best way to not At 3rd level, you choose a profession that you focus on:
get hurt is to not fight. Surgeon, Combat Medic, or Pharmacist. Each is detailed at
“For the Greater Good.” The doctor gains proficiency in the end of the class description. Your choice grants you
Persuasion and Deception, having learned what to say to stop features at 3rd level and again at 7th, 11th, 15th, and 18th
unnecessary questions. level.
“The Natural Way is the Only Way” The doctor gains
proficiency in Nature and Survival, preferring to utilize Ability Score Improvement
natural ingredients and treatments.
When you reach 4th level, and again at 8th, 12th, 16th, and
Medical Training 19th level, you can increase one ability score of your choice
Due to your meticulous study into the healing arts you can by 2, or you can increase two ability scores of your choice by
use your Intelligence modifier instead of your Wisdom 1. As normal, you can’t increase an ability score above 20
modifier for Medicine checks. In addition your proficiency using this feature.
bonus is doubled for any Medicine checks that you make. Patch Up
Doctor's Bag By 5th level you have learned that there is always another
Beginning at 1st level you gain access to a number of special fight around the corner, and it's best to be ready for it. Select
supplies due to your medical training. These supplies include up to 6 willing creatures that you can touch. You spend the
things like bandages, syringes, medicinal powders, and next 10 minutes quickly stitching up any open wounds and
healing salves. You keep these in a storage container of your applying painkillers where needed, whatever it takes to get
choice such as a bag, a series of pouches, or even a trunk. them to the next battle. This cures them of any non-magical
Your bag may be used in place of Surgeon's Tools. ailments and restores a number of hit points equal to half of
their maximum rounded up.

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Diagnosis You can also attempt to inject an unwilling creature for the
same effect. An unwilling target must be below one quarter of
By 5th level you have learned to treat hostile scenarios as just its maximum hit points for this ability to take effect. They
another day at the office. As an action you study a living must then succeed a Constitution saving throw or
creature and gain vital insight towards its physical state. You immediately fall unconscious for 1d4 hours.
learn one of the targets following statistics: Damage
Vulnerabilities, Damage Resistances, Damage Immunities, Practiced Hands
Highest Saving Throw, Lowest Saving Throw, or whether or By 17th level you have performed the same procedures
not the creature is below half its health. countless times. Whenenever you use a healing ability, item,
You can use this feature a number of times equal to your or other effect that involves a die roll you can add an
Intelligence modifier (a minimum of once). You regain additional healing die of the same type to the end result, even
expended uses when you finish a Short Rest. if the result would otherwise be maximized.
Paramedic Experimental Procedure
When you have reached 6th level you have become At 20th level you recognize that the limitations of the mortal
experienced at reaching the injured without taking damage. body are simply defects waiting to be corrected.
When you use your action to disengage you may also double You target a specific stat; Strength, Dexterity, Constitution,
your movement speed until the end of your turn. Intelligence, Wisdom, or Charisma and attempt to improve it.
Vaccination This may involve replacing organs, changing appearance, or
altering brain chemistry.
At 6th level you have spent countless hours attempting to aid To be successful you must succeed on a DC25 Medicine
those suffering from disease and have developed a number of check or the procedure fails. On a success the target gains a
treatments. As an action you can cure a target of a single permanent +1 bonus to the targeted ability score. You may
disease afflicting them. Alternatively, you can inoculate a not attempt this procedure on the same target more than 3
target against disease for the next 24 hours. times, regardless of success or failure.
In addition, due to exposure from numerous patients the Due to your skills a failure does not inflict any negative
doctor gains immunity to all disease. effects on the target, but the target receives no benefits.
The procedure takes eight hours from start to finish, and
Vitality Boost cannot be paused or interrupted. The targeted creature takes
Upon reaching 9th level you have become an expert at five days to recover, and remains incapacitated.
healing at a moment’s notice. As an bonus action you can
heal an adjacent creature you can touch for 4d6 hit points.
This increases by 2d6 when you reach 15th level (6d6)
You can use this feature a number of times equal to your
Intelligence modifier + 1. You regain any expended uses when
you finish a Short Rest.
Reanimation
Once you have reached your 10th level the lines between life
and death have started to blur. You provide life saving aid to a
creature that has died within the last 10 minutes and return
them to life. The creature returns to life with 1 hit point.
This procedure can't return to life a creature that has died
of old age, nor can it restore any missing body parts. You
cannot use this feature again until you have completed a
short rest.
Experienced Healer
At 13th level you are unlikely to fail at common medical
tasks. Whenever you make a Medicine check you can treat a
d20 roll of 9 or lower as a 10.
Sedate
By 17th level you have managed to create sedatives using
standard supplies. As an action you can inject a willing
creature with a sedative that will cause them to go
unconscious for 1d4 hours.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bedside Manner
Profession By 15th level you have discovered a number of easy steps to
While all doctors share similar knowledge, they utilize that maximize the recovery of an injured individual. When your
knowledge in different ways. Your choice of profession party takes a short rest whenever they expend a hit die they
reflects not only your priority as a healer, but the way you automatically recover the maximum it allows.
make a living.
Servant of Flesh
Surgeon At 18th level you have reached the apex of the medical
profession and have found a way to create life rather than just
The surgeon fully dedicates themselves to the healing of preserve it. You now have the ability to create a Flesh Golem
others, taking their study of medicine to the limits of from the bodies of the recently deceased. To do this requires
accepted medicine, and beyond. Not everyone understands three bodies that have died within the last 10 days and you
their brilliance, to the point where it is often more practical to must work without interruption, resting no more than 8
keep their more advanced experiments a secret. hours per day, for 30 days.
Expert Practice The golem appears as a normal humanoid and requires a
At 3rd level you can now add your intelligence modifier to the perception check DC17 to determine its true nature. The
result of any healing ability you perform, and you may double golem cannot talk but understands you and follows your
your ability modifier on Surgeon's tools checks involving instructions. Ask your DM for the creature’s stats.
intelligence.
Surgery
When you reach 7th level you have gained the confidence to
delve deeper into the bodies of your patients. You operate on
an injured subject, curing them of any ailments, both
mundane and magical. The target regains a number of hit
points equal to their maximum. Any hit points the target
gains over their maximum become temporary hit points, and
they must make a Constitution saving throw against your
Ability Save DC, on a fail they suffer one level of Exhaustion.
This takes 2 full hours from start to finish.
Transplant
By 11th level you have begun experimenting with new
methods to improve life. You attempt to transplant an organ
from one creature to another in order to provide a benefit.
The organ must be from a creature that is either living or has
died within the last 24 hours. Examples of this can be the
eyes of a person with darkvision, or the stomach of a creature
immune to poison. You can also replace a limb with one from
a similar creature.
This process takes 2 hours from start to finish and takes 2
days to recover from. To be successful you must pass a
Medicine check using the chart below, your DM determines
the difficulty of the operation.
Difficulty DC Example
Simple DC15 Human Leg
Moderate DC20 Elf Eyes
Complex DC25 Dragon Stomach
Insane DC30 Beholder Stalk

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Combat Medic Adrenaline Shot
Preventing damage can be just as useful as repairing it, and Having reached 18th level you have experienced enough
no one understands this better than the combat medic. They battles that the desire to slay your foes overpowers your
aren’t meant to be stuck in a clinic, they do their best work instincts for self-preservation. As a bonus action you inject
when on the battlefield. While still an expert healer they focus yourself with a concoction of your own creation designed to
just as much on how to hurt as how to heal. improve your speed and reflexes.
Your body surges with energy as you benefit from effects
Surgical Strike identical to that of the Haste spell. Unlike the spell however
When you choose this Profession at 3rd level you utilize your this ability lasts for 5 minutes. These effects are physical
knowledge of anatomy when making your attacks. You now rather than magical and cannot be dispelled. Only your body
add your Intelligence modifier to your attack rolls in addition can benefit from this ability due to your years of experiments.
to all other bonuses. You may also add your dexterity modifier You may use this feature once per long rest.
to any Surgeon's Tools check in addition to all other bonuses.
Extra Attack
Beginning at 7th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Survival Tactics
At 11th level you gain one of the following features.
Mild Mannered. Any creature who targets you with an
attack or harmful spell must first make a Wisdom saving
throw or choose a new target. If you make an attack, or deal
damage to another creature, this ability ends.
Frantic Strike. When surrounded by foes you lash out
wildly. You can use your action to make a basic melee attack
roll against any number of creatures within 5 feet of you, with
a separate attack roll for each.
Flash Flask. As a bonus action you throw a pre-prepared
flask to the ground, the volatile mixture exploding in a flash of
light. Any attacks made against you until the start of your next
turn are made at disadvantage. You cannot do this again until
your next short rest.
Disable Organ
By your 15th level you have begun to recognize the weak
points common in many creatures. You attempt to make a
precise strike against an enemy in order to weaken it. Choose
an effect below and make a regular attack roll. If successful
rather than doing damage the target must make a saving
throw or suffer your ability’s effect. This effect lasts until the
target is healed.
Cripple – You target a limb, such as a leg or a wing, in
order to inhibit a creature’s movement. On a success the the
target's speed is reduced by half.
Blind – You target the eye or eyes of a creature in order to
visually impair it. Depending on the creature the DM decides
how and if it can be blinded. DEX save.
Disarm – You target an extremity, such as a hand or claw,
that is holding an item. On a success the creature drops the
item and their extremity is disabled for 1d4 rounds or until it
receives any healign magic. STR save.
Disable - You target a unique organ in order to disable a
creature’s natural ability, such as its fire breath or poisonous
sting. Your DM may determine an ability cannot be disabled
in this way. CON save.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rarity Difficulty Crafting Time
Pharmacist
Common Potion DC15 2 Hours
Healing potions are a daily necessity to the common
adventurer, so it shouldn’t be surprising to find a doctor Uncommon Potion DC20 6 Hours
dedicated to producing them. The pharmacist spends their Rare Potion DC25 12 Hours
time not only producing potions, but improving them, always
attempting to create more powerful concoctions. Very Rare Potion DC30 24 Hours
Legendary Potion DC40 48 Hours
Potioneer’s Kit
When you choose this profession at 3rd level your doctor’s Master Alchemist
bag has been modified to accommodate your specialization.
It functions as normal, but also replaces the need for At 18th level you gain one of the following features of your
Alchemist's Supplies, an Herbalism Kit, or a Poisoner’s Kit. choice.
Quantity Over Quality. Whenever you would create one
Routine Brewer potion, you instead create two.
By 3rd level you have made crafting healing potions a daily Potent Potables. Potions you craft that involve rolling dice
part of your life and it takes considerably less time and effort. now automatically produce the maximum effect.
Use the chart below to craft potions. Reliable Replicator. You no longer need to make Medicine
checks when creating or replicating potions, you simply
Potion Crafting Time Material Cost succeed.
Antitoxin 1 Hour 25gp
Potion of Healing 2 Hours 25gp
Potion of Greater Healing 6 Hours 125gp
Potion of Superior Healing 12 Hours 2,500gp
Potion of Supreme Healing 24 Hours 25,000gp

Healing Cloud
Once you have reached 7th level you have experimented with
enough healing potions to discover a new delivery method.
You have the option to use an action to inject a healing potion
with a chemical agent which instantly transforms it into a
gas. Instead of consuming the potion you immediately smash
the bottle, releasing a mist. You and all living creatures
adjacent to you benefit from the potions healing.
Enhanced Elixir
By 11th level after countless hours of work you have found a
way to increase the potency of your potions of healing. Any
potion you create that provides healing now utilize d6’s
rather than d4’s.
Refined Replication
At 15th level you have mastered the art of crafting potions
you are familiar with, allowing you to focus more on potions
you are unfamiliar with. You take a potion in your possession
and attempt to learn its formula by researching its
components.
The rarity of the potion determines the time it takes to
study, at the end of which you must make a Medicine check.
On a success you gain the ability to craft that potion, however
the original potion is destroyed regardless of your success or
failure. Crafting the potion costs half the potions value in
materials and a certain amount of time determined by its
rarity, listed below.
Your DM decides the potions value.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like