Although clerics and heralds may be able to infuse a creature with regenerative energy at a word, Physicians have a depth of understanding about the body and its systems few mages could ever hope to match. By encouraging a body’s natural tendency to heal rather than relying on external sources of power, these savants can continue to tend to their patients long after magic practitioners exhaust their abilities. Whether they arrive at their comrade’s side in battle or at the bed of a sick child, the sight of a Physician is invariably a sign of hope.
When you choose this archetype at 1st level, you gain proficiency with Medicine, one tool, and one of the following: light armor, Animal Handling, Arcana, Insight, Investigation, Nature, Survival, or Religion.
At 1st, 11th, and 19th level, you gain an expertise die in Medicine. For you, expertise dice in Medicine can be upgraded from d8 to d12, exceeding the usual limit on expertise dice. You also gain two additional specialties in Medicine and an additional Medicine specialty at 5th, 9th, 13th, and 17th level. You can always choose to use Intelligence on Medicine checks, and Medicine is considered a lore skill for you for the purposes of gaining bonus knowledge on account of your Intelligence modifier.
At 2nd level, whenever you use your Provide Care feature, if a creature targets you with an attack or forces you to make a saving throw against a harmful effect before the end of your next turn, all allies (including you) that could see or hear the attack or effect gain an expertise die on attack and damage rolls against that creature until the start of the creature’s next turn. If you used Emergency Measures or Resuscitate, this effect also applies to creatures who attempt to harm the creature to whom you Provided Care within the same time frame.
Also at 2nd level, you can use an action to touch a creature that is not a construct or undead and cause any of the following effects.
Apply Treatment. The creature can repeat a saving throw against a poison or disease, or against the blinded, deafened, poisoned, paralyzed, or stunned conditions and add your Intelligence modifier (minimum 1) to the result.
Emergency Measures. While it is at 0 hit points, you expend one of the creature’s hit dice. It regains hit points equal to the maximum roll of that hit die + its Constitution modifier + your Intelligence modifier (minimum 1).
Fortify. The creature can ignore one level of your choice of either fatigue or strife for 1 minute. A creature can’t benefit from this effect more than once between the ends of each long rest.
Tend Wounds. You expend one of the creature’s hit dice, and it regains hit points equal to one roll of that hit die + its Constitution modifier + your Intelligence modifier (minimum 1). Finally, when tending to a creature taking the Recovery downtime activity, you are always considered to have a healer’s satchel and your patients can make two saving throws against detrimental conditions per week instead of one.
At 6th level, as a reaction to an allied creature you can see dropping to 0 hit points, you can immediately move up to your speed without triggering opportunity attacks. You must use this movement to move toward the triggering creature, but you need not take the most direct route. If you touch the triggering creature before the end of this movement, it is instantly stabilized at 0 hit points.
In addition, when taking the Use an Object action to administer a potion or other medicinal to a creature (including yourself), you can use a bonus action instead.
At 11th level, when you finish a short or long rest, you can choose a number of creatures up to your Intelligence modifier (minimum 1) and provide each of them with one of the following benefits until the end of the creature’s next short or long rest.
The creature’s hit point maximum and current hit points increase by 5.
The creature gains an expertise die on Constitution saving throws.
The creature gains advantage on saving throws against being poisoned and resistance to poison damage.
At 14th level, you can spend 10 minutes tending to a creature that is neither a construct nor undead and that has lost a body part that is not necessary to life (such as a heart or head) within the past 8 hours to restore that body part. The body part becomes fully functional again after it completes a long rest. If the body part was severed from the creature, you must possess the original body part in a reasonably complete form to restore it. At the Narrator’s discretion, you may be able to extend the time limit on this feature, such as if the severed body part has been kept below freezing.
In addition, when you use your Provide Care feature, you can choose the following effect:
When a creature has died within the past minute, you expend one of the creature’s hit dice and roll 1d20. For each time you have unsuccessfully attempted to resuscitate the creature since it died, you must roll an additional d20. If all of the d20s you roll result in an 11 or higher, the creature returns to life at 1 hit point. Otherwise, the creature remains dead.
This feature does not work if the creature does not have any remaining hit dice or died of old age. It does not regrow limbs or organs and automatically fails if the creature is missing any body parts necessary for life (like its heart or its head). It also does not cure any poisons or diseases the creature was suffering from.
This process is traumatic, and the target suffers 2 levels of fatigue and strife. At the conclusion of each long rest, the target removes one level of fatigue and strife until it completely recovers.
At 17th level, when you treat a creature using your Holistic Regimen feature, you can choose two effects instead of one. In addition, whenever you use your Provide Care feature on a creature, it also gains 10 temporary hit points.