[[File:.png|width="10%"|right|An Physician]


While Tamriel's healers use their restorative magic to heal the wounded, a Physician learned their craft through taking apart and putting back together whatever they could get their hands on. While not possessing an innate gift for magic, they had to develop a deeper understanding of the inner workings of Tamriel's many denizens. Armed with their unrelenting drive to explore the boundaries of the body, the Physician has the ability to more keenly and more accurately identify the ailments of a wounded creature. Their methods to later try and heal these wounded, might seem crude to others, but the Physicians know exactly what they are doing.

Physician Features
Level Feature
1st Physician's Duty, Physician’s Orders, Surgeon
5th Punctured Vitality
9th Medical Expert
15th The World of the Living

Physician's Duty

1st-level Physician Feature

Starting from 1st level, you learn to better serve the wounded in their time of need. As an action, you can stabilize a creature with 0 hit points, potentially saving their life.

In addition, as a reaction upon seeing an ally being reduced to 0 hit points, you can move up to your movement towards your ally without provoking attacks of opportunity.

Physician’s Orders

1st-level Physician Feature

As a bonus action, you guide yourself or an ally within 15 feet of you to abuse the bodily responses of the enemy. If you or your ally’s next attack hits, the target must succeed on an Endurance saving throw equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target receives one of the following conditions until the end of their next turn: bleeding, staggered, weakened.


1st-level Physician Feature

At 1st level, your methods of reaching inner organs are known to be slightly controversial. You can expend your hit die to perform one of the following three abilities:

Additionally, you gain proficiency with Medicine. If you are already proficient in that skill, you gain expertise instead.

Adept Activation

You know how to trigger the body to help it cleanse itself. As an action, you expend a hit die and relieve yourself or an ally within 5 feet by non-magically replicating the effects of Lesser Restoration.

Ill Intent

Your precise knowledge of the humanoid body will be a dangerous power to have in life-threatening situations. After using your action to make an attack, you can expend any number of hit dice to make another melee weapon attack in your bonus action against a creature within range. On a hit, you add the expended hit dice to increase the damage dealt.

Rapid Reconstruction

It might not win a beauty award, but your quick thinking can fix a lot of gaping wounds. As an action, you attempt to heal yourself or an ally within 5 feet by expending a number of hit dice. The target restores an amount of hit points equal to the number rolled + your Intelligence modifier. If you use this feature as a bonus action, the number of hit points healed is halved.

Punctured Vitality

5th-level Physician Feature

At 5th level, your profound conception of medicine and your Field of Study allow you to use that precarious knowledge to your advantage. Upon dealing damage to a target, you aim for their vital organs, fatiguing them. Make a Medicine check. Upon rolling a 25 or higher, the target gains a level of exhaustion.
Additionally, the next time an exhausted target makes an attack roll, saving throw or skill check, you can use the Erudite feature to decrease the target's rolls by a number equal to the amount of points expended.

Medical Expert

9th-level Physician Feature

From 9th level onwards, you gain the following three abilities to complement the Surgeon feature:

Additionally, whenever you have 0 hit dice left, you regain 1d4 hit dice after finishing a short rest.

Additional Aid

Just being healthy is not enough. As an action, expend any number of hit dice. You or an ally within 5 feet of you gain temporary hit points equal to the number rolled + your intelligence modifier. The temporary hit points last for 1 minute or until depleted.

Enhancing Empowerment

Of course you experimented with improving your allies’ means of staying alive. As an action, you expend a number of hit dice to select yourself or an ally within 5 feet of you. The target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Agility saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The effect lasts for a number of rounds equal to the amount of hit dice expended.

Makeshift Medbay

Your rigid training makes you a savior of the wounded. During a short rest, upon expending any number of hit dice, you and all allies regain hit points equal to twice the rolled amount.

The World of the Living

15th-level Physician Feature

Immediate help and astute care made you graduate top of your class and one day, it might save someone’s life. Through your years of practice, you attempt to revive a creature within 5 feet that has died within the last minute. After an uninterrupted hour of intensive treatment, the creature returns to life with 1 hit point. You cannot revive a creature that has died of old age, nor can you restore any missing body parts.

Template:Savant subclasses