Physician

Source: Luis Tejada / Gyro (Dungeon Masters Guild)

Overview

In the silent forest a young halfling concentrates, holding his hands up to a wounded calf, mending it with a hummed fragment of a song and the outpouring of his magic. White motes of light fall from his caring hands, dancing along the body of the infant creature in front of him and returning to it its mobility. Standing nobly upon the battlefield, an experienced human clad in blood-stained robes raises a bell-carrying staff into the air, its sharp peals returning health and vigor to the broken knights that surround her. In contrast, her sahuagin opponents are stained with a debilitating sickly pallor; their strength fails them and their grip grows weak. With book in hand and a glowing creature at his side, a bespectacled elf combs through the ruins of a desolated town, searching for survivors. His light-bearing partner searches too, crawling into places its master could not otherwise reach to find someone who needs aid. Physicians are magic-users of a different sort than most. Whereas others may cast their spells for their own utility or to harm, the physician focuses their magic on healing and improving the lives of those around them. Their work lies independent of service to any deity; instead, they draw their healing power from the underlying forces of life itself.

The Art of Physic

The magic of a physician is not divine in origin by any means. Though its source can be attributed to any deity of the earth or fertility, it actually draws its power from the very life that created the physician in the first place: the font of magic known as “Physic”. Physicians use their raw emotion to invoke this primordial force in order to mend and to maim.

A Sacred Oath of Humanity

The act of becoming a physician is a hallowed and respected choice. However, it is not a simple one. The manipulation of Physic is not something that comes naturally to anyone. A potential physician must first come to an intimate understanding of how their soul specifically resonates with the primordial forces of Physic. Grand Academies have been opened to help candidates create and develop this connection. Upon entering a Grand Academy, a fledgling physician must swear an oath that has been passed down through generations upon generations of physicians before him, unique to the Academy in question. This oath usually calls for respect for those that came before him, it calls for a promise to do all that is necessary for the sick and those that need care, and it calls sympathy for his fellow man, whether sick or healthy. The intimate comprehension of this oath is most often the first catalyst for any Physician.

Creating a Physician

While creating a physician, it is important to decide upon just how they discovered their connection to their art. Were you an unnaturally successful field medic in a war torn nation? Do you claim lineage from a line of notable physicians? Were you a spiritual healer who grew curious as to how their techniques actually worked? How do you use Physic? Are you a wandering doctor, helping people wherever you find them? Or are you an artist working long into the night to improve your craft? Perhaps you take a less selfless view of your skill, and instead offer your services to the highest bidder? Do you do your work in quiet, or amid the hustle and bustle of cities? What is your end goal?

Quick Build

You can make a physician quickly by following these instructions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Then take the Guild Artisan background, with “Physicians” as your Guild Business. Third, choose the Bolster, Fire Bolt, and Spare the Dying cantrips, along with the 1st level spells Cure Wounds, Guiding Bolt, Healing Word, and Shield.


Hit Dice: 1d6 per physician level

Hit Points @ 1st Level: 6 + Constitution modifier

Hit Points @ Higher Levels: 1d6 (or 4) + your Constitution modifier per physician level after 1st

Armour Proficiencies: None

Weapon Proficiencies: Simple Weapons

Tools: Herbalism Kit

Saving Throws: Charisma, Dexterity

Skills: Choose two from Medicine, Arcana, Survival, Persuasion, and Perception

Starting Equipment:

You start with the following equipment, in addition to the equipment granted by your background: - A quarterstaff - A component pouch OR a medical focus - A scholar’s pack OR an explorer’s pack - An herbalism kit - Spellbook containing four 1st-level physician spells of your choice


Spellcasting

As an artisan of physic, you have access to a spellbook that contains the knowledge of a relatively unknown font of magic. See the end of this document for the physician spell list.

Spellcasting Ability

Charisma is your spellcasting ability for your Physician spell since your connection to Physic is based on your instict and willpower. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a physician spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Your Spellbook

At 1st level, you have a spellbook containing four 1st-level physician spells of your choice. The spells that you add to your spellbook as you gain levels reflect the experiences you will undoubtedly have in the medical field. You could discern a spell hidden in a sprawling mural in an ancient sanatorium or in the scrawled notes of a disgraced surgeon.

Copying a Spell into the Book

When you find a physician spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves familiarizing yourself with the mnemonic devices found in the written spell, then personalizing them for your own usage. The process takes 4 hours for each level of the spell, which represents the time it takes you to find the fundamental forces hidden in the personalized notation. Your connection to physic allows you to do so without spending material components, but you must have them on your person. The only other things you require are an open mind and a willingness to put yourself in someone else’s shoes, since you must learn to perceive, if only for a moment, the flow of physic that the author of your desired spell felt.

Replacing the Book

You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 30 minutes for each spell as you’re familiar enough to transcribe it in shorthand. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many physicians keep backup spellbooks in a safe place. Their office, for example.

The Book’s Appearance

While the spellbooks of most physicians are ornately bound tomes, not all pursue that route. Some physicians have chains of intricately carved beads as their “spellbook”. Another may have a collection of masks, where each mask represents a specific spell. Since Physic spells are a more emotional form of magic, it provides more variety in how it can be represented in physical form.

Medical / Spellcasting Foci

Physicians have their own foci. Usually, these possess an inexplicable brightness about them. You can use a medical focus (as seen in the table below) as a spellcasting focus for your physician spells. - Staff (5gp, 4 lbs.)

  • Brass Bell (20gp, 5 lbs.)
  • Rod (10gp, 2 lbs.)
  • Ceremony Lantern / Censer (10gp, 1 lb.)
  • Aspergillum (40gp, 3 lbs.)

Cantrips

At 1st level, you know three cantrips of your choice from the physician spell list. You learn additional physician cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Physician table.

Preparing and Casting Spells

The physician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of physician spells that are available for you to cast. To do so. choose a number of physician spells from your spellbook equal to your Charisma modifier + your physician level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level physician, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of physician spells requires time internalizing the emotional catalysts required to cast a spell using physic: at least 1 minute per spell level for each spell on your list.

Ritual Casting

You can cast a physician spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Learning Spells of 1st Level and Higher

Each time you gain a physician level, you can add two physician spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as show on the Physician table. On your adventure, you may find other spells that you can add to your spellbook. See “Your Spellbook”.

Physic

Physician spells use a different source of magic than other spellcasters. While a physician may learn the spells of another discipline, as others may learn the art of Physic, the spells a Physician can learn by default generally do not have much capacity for harming. In fact, many Grand Academies have creeds or oaths that can be summarized as three words: “Do No Harm.” Of course, self-defence is a different situation entirely. It is always better that a physician lives to heal another day.


Class Features

Succor

You possess within you the ability to increase the potency of your healing magic. At 1st level, you gain the ability to increase the amount of hit points a single spell can restore. By expending one use of Succor, you can treat a spell that restores hit points as though you cast it a level higher than normal. This effect can increase up to a number equal to your charisma modifier (minimum of 1). For example, if you use 2 uses of Succor when casting a 1st level spell, you can cast it as though it were 3rd level. You have 2 uses of Succor before a long rest. The number of uses you have before a long rest increases to 4 at 5th level, 6 at 11th level, and 8 at 17th level.

Healer’s Art

When you reach 2nd level, you choose a method of refining your medical skill . There are three main arts, Restoration, Creation, and Purification, and two non-traditional arts, Enhancement and Reinforcement. These are all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.

Adrenal Infusion

Starting at 7th level, you can use your Physic to directly infuse your allies with supernatural vim and vigor. As an action, you can spend one use of Succor to grant the following effects to a willing creature you can see: - The creature can take one additional action on top of of their regular action or possible bonus action.

  • They have resistances to non-magical weapon damage. Their movement speed is increased by 10 feet.
  • They have advantage on Strength, Dexterity, and Constitution checks and saving throws.
    These effects disappear after one minute. This feature has no effect on undead or constructs.

Preceptor of Physic

Starting at 20th level, your internal connection to Physic has become an unconscious fixture of your very spirit. Whenever you cast a spell that restores hit points, you treat it as though it had a single use of Succor already applied to it. This works with any Healer’s Art features that use Succor as a trigger. In addition, you regain 1 use of succor whenever you finish a short rest.

Subclass Options

Healer’s Arts

Since the first discovery of Physic, physicians have been making great strides in the development and application of medical thaumaturgy. In the numerous Grand Academies that dot the Realms, Physic is studied rigorously and thoroughly by physicians ever ready to improve their craft. The (legal) applications of Physic are split up into three main studies (Restoration, Creation, Purification) known collectively as the “Healer’s Arts”. Countless physicians have devoted the entirety of their lives to the refinement of these arts. In certain areas, one Art may dominate the entire medical field, with a stigma in place towards the others. Elsewhere, the three Arts may coexist in harmony, thus raising the quality of life in that region. Even in isolation, a would-be physician may find some composition that belongs to an Art and thus awakens herself to the practice. Since each Art requires a different manner of attuning oneself to the Physic, it is entirely possible to begin to learn an Art completely by accident. Though, of course, it is generally only legal to practice these Arts with a license issued by one of the Grand Academies. The fourth art, Enhancement, is strictly illegal to practice by licensed Physicians, but that doesn’t stop it from being practiced in the seedy outskirts of society. The Art of Reinforcement, while officially frowned upon, is nevertheless recognized as a necessity for certain dangerous regions. The Art of Restoration is the most straightforward of the Healer’s Arts. Even though it lacks the versatility of other Arts, it makes up for it its honest dedication to healing the injured. When the common folk think of physicians, they generally think of those that follow the Art of Restoration. Called ‘menders,’ these Physicians enhance their application of Physic with energy from the Positive plane. Wherever there might be some terrible catastrophe, and thus an influx of wounded, it is good to hope that there is a mender nearby. As one might expect, their emotional catalysts tend to focus on pity and compassion for the wounded.

Positive Connection

Beginning when you select this art at 2nd level, your learn to bolster your magic with energy from the Positive Plane. As a result, you gain resistance to necrotic damage and attacks that lower your maximum hit points.

Convalescence

Starting at 2nd level, your suffusion in positive energy has a noticeable effect on natural recovery. When your or an ally within 50 feet of you roll hit dice, you may choose to roll it again and take the higher amount of hit points regained. In addition, during a short or long rest, you and your allies can roll one of their hit dice without spending it.

Respected Practice

Starting at 6th level, whenever a sentient creature has seen you restore hit points to another, you gain advantage on Persuasion checks as long as they are not hostile to you. This advantage lasts until it is used.

Blooming Health

At 10th level, your learn to improve someone’s well-being even after they are as healthy as possible. Whenever you restore hit points to a creature and the amount healed exceeds their maximum hit points, the remaining hit points are given to that creature as temporary hit points. These temporary hit points last for ten minutes or until replaced or exhausted.

Solicitude

Starting at 14th level, you share in the health you give to your allies. Whenever you would restore hit points to a creature with a spell that has Succor applied to it, half of that amount is restored to you. If you are restoring health to multiple allies, you gain half of the health given to a single ally, not the cumulative amount given to all. These hit points function with the Blooming Health Art feature.

Myriad Benedictions

At 18th level, your expertise in healing allows for your blessings to multiply before your eyes. When you cast a spell that restores hit dice and requires a dice roll, you can reroll any die that displays its maximum value and add that value to the total. There is no limit to how many dice you can reroll in this way, and a single die can be rerolled multiple times so long as its maximum is rolled each time. | Art of Restoration Those that follow the Art of Creation see Physic differently than students of other Arts. While others see it as a lifeimproving force to be used for healing others, students of the Art of Creation see it as a source of life that can be used to summon creatures that could aid a physician in her noble practice. After all, are not two physicians better than one? Called ‘channelers’, these Physicians enhance their application of physic with the artful sculpting of familiars that are capable of healing alongside their masters. Theirs is the Art that most directly characterizes Physicians as artisans of life. This ambition, pride, and creativity serves as their catalysts. In hospices, it is a good idea to have at least one channeler in employ, as they provide a convenient way for checking on multiple patients at once.

Therapeutic Familiar

Beginning when you select this art at 2nd level, you learn the Find Familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the following forms for your familiar: non-venomous snake, psuedodragon, sprite, bat, cat, owl, lizard, fish, rat, raven, sea horse, weasel, or fox. Your familiar has the statistics of the chosen form, though it is fey instead of whatever it would be normally. When summoned, your familiar learns the following cantrips: Bolster, Guidance, and Light. It is capable of using these cantrips on its own turn, though it uses your spellcasting modifier and level when it does so.

Innate Connection

As your closest ally and most direct expression of yourself, your familiar grows as you do. Your familiar uses your proficiency bonus instead of its own. It also adds your Charisma modifier to its AC. For each level you gain after your 2nd level, your familiar gains an additional hit die and increases its hit points accordingly. Should you choose to replace your familiar, the replacement has the same number of increased hit dice.

Physician’s Assistant

Starting at 6th level, your familiar begins unconsciously learning your mannerisms and habits as a physician. When you perform any non-standard actions to heal someone, say by performing a surgery or by dressing infected wounds, your familiar will automatically use the Aid action to give you advantage on your Medicine checks. This can only be used, of course, when your familiar is present and available to help you.

Physician Level1st2nd3rd
10210
14221
18322

Disciple of Medicine

Starting at 10th level, your familiar forms a direct connection of its own to the Source of Physic You are able to teach it some of the spells you yourself know, which it will be able to cast exactly as you would. Whenever you take a long rest, you can teach your familiar a number of spells equal to your Charisma modifier (minimum of 1). The familiar must have the spell slots to cast it and you must know the spell yourself to be able to teach it. You are allowed to change these spells every time you take a long rest. Whenever you gain a new familiar, you must teach it spells once more. While the number of spells you can teach does not normally change by level, the amount of spell slots your familiar has does change. Your familiar cannot use your stores of Succor unless you cast a spell through it as decribed by the Find Familiar spell.

Dissipation

Starting at 14th level, your familiar becomes more sympathetic to your work as a physician and actually becomes willing to sacrifice itself for your cause. As an action, you can temporarily sever your connection with your familiar, causing them to instantly disappear. When this hnappens, you gain three uses of Succor and the spell slots the Familiar had in reserve. Upon using this feature you will not be able to cast Find Familiar for 24 hours as your connection to your former familiar slowly and painfully dissolves. The next time you cast Find Familiar you will be able to call back your previous familiar instead of creating a new one. You can still locate a new familiar if you wish.

Rousing Renewal

At 18th level, your familiar can learn to draw upon physic to heal itself. All it needs is a little help from you. As a bonus action, you can spend a use of Succor to restore up to half of your familiar’s hit points at once. The influx of restorative energy also restores 3 cumulative levels’ worth of your familiar’s spell slots. For 1 minute afterwards, your familiar will be able to cast spells with a casting time of 1 action as a bonus action. Once you use this feature, you cannot do so until after you complete a long rest. | Art of Creation Students of the Art of Purification are often seen as the more “eccentric” of physicians. While other Physicians might see diseases as nothing more than something to be cured, students of this Art see a certain merit in emulating them in some regard. To them, diseases are another facet of life, though one that may hold too much sway in an individual than should be necessary. The name is both an irony and a truth: while they view diseases as something that can strengthen a person, and thus may intentionally induce it, they also are the best suited to purifying it. Students of this art are the least likely to share emotional catalysts. Called ‘cleansers’, these Physicians use Physic to manipulate the internal energies of foes and allies alike. They can use their spells to heal just as well as they can use them to inflict diseases on their foes. Cleansers stride into plagueinfested areas, ready to make it their crowning achievement.

Chain Heal

Beginning when you select this art at 2nd level, your healing is not limited to the individual you are actually treating. When you cast a spell that restores health points to a creature, any friendly creatures within 5 feet of them gain the spell level + your Charisma modifier in HP as well. This also works with spells that restore hit points to multiple creatures at once. This does not work on cantrips. A creature can only benefit from repeat application of this feature twice. This means that if you cast a spell that restores hit points to multiple creatures and the creature in question is in range of more than 2 other creatures, they only gain the aforementioned amount twice instead of however many they times they would otherwise.

Fortifying Exposure

Starting at 2nd level, you gain the ability to make your allies stronger through ‘experience.’ When an allied creature within your line of sight takes damage, you can use your reaction and a use of Succor to give that creature resistance to the type of damage it recieved. This resistance lasts until the end of your next turn. At 16th level, you give the creature immunity to that damage type instead.

Inoculation

At 6th level, your deepened connection enhances your natural resistances. Whenever you are exposed to diseases, or toxins that cause the “Sleep” or “Poisoned” status effects, you gain advantage on the Constitution saving throw to avoid it. If the disease is created by a spell, such as Contagion, this does not apply.

Vaccination

Starting at 10th level, your healing no longer simply affects the body, but it also affects all other aspects of an individual. Whenever you apply a use of Succor to a spell that restores hit points to a creature, if that creature is Paralyzed, Deafened, Poisoned, Diseased, or Blinded, it can reroll its Saving Throw. If it succeeds on the saving throw, it becomes immune to any of the above conditions for a minute. If the creature is not afflicted with any of the above status effects, it gains advantage on Constitution Saving Throws to resist those status effects instead, also for a minute.

Healing Dew / Miasma

At 14th level, you discover a method to further diffuse your magic. You learn the Aura of Life and Aura of Purity spells from the Paladin spell list. These spells count as Physician spells for you and use your spellcasting modifier as a result. If you cast Aura of Purity with a spell slot of 5th level or above and a use of Succor, you can cast Contagion on any unallied creatures in that radius, expending a use of Succor or a spell slot of 4th level or above for each new target.

Hygienic Touch

Starting at 18th level, your intimacy with disease has given you an uncanny ability to prevent it. You can cast Purify Food and Drink, Lesser Restoration and Detect Poison and Disease without spending a spell slot or material components. In addition, any surfaces within 15 feet of you that are covered in dust, grime, oil, or other detritus are automatically cleaned within 1 turn. This includes people. You may choose to activate or deactivate this aura with a bonus action. | Art of Purification While the Art of Purification may be viewed with mild disdain, the Art of Enhancement is treated with outright scorn. To traditionalists, the Art of Enhancement is no Art at all, but a bastardization of everything a Physician should hold dear. Students of this school use their Physic to improve their combat prowess, though whether or not they do this to help others is up to the Physician in question. Called ‘war-surgeons’ at best and ‘quacks’ at worst, these Physicians treat their enemies as diseases to be cured or tumors to be excised. Their emotional connection to Physic is most characterized by fanaticism or boisterous confidence. Most students of this Art are beholden to no school. In fact, Enhancement is the second most common art to develop spontaneously, with Restoration being the most common.

Operating Theatre of War

Beginning when you select this art at 2nd level, you gain proficiency with light armor and with one type of melee weapon of your choice.

Doping

Starting at 2nd level, you develop a forbidden method of supplementing your performance. Provided that you aren’t wearing medium or heavy armor, or equipped with a shield, you are able to use Succor to improve your physical parameters. You can use your bonus action and a use of Succor to start doping for the next minute. This effect ends early if you don medium or heavy armor, or if you choose to dismiss it. Ending it early does not require an action. While you are doping, you gain the following effects: You gain a bonus to your AC equal to your Charisma modifier (minimum of 1). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You suspend the effects of Exhaustion for the duration of this feature. You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bloodbath

Starting at 10th level, the Succor you infuse during your doping starts to react with the flow of battle. When you make a successful melee attack against a creature while doping, you regain a fourth of the damage dealt in hit points (rounded up).

Between Life and Death

At 14th level, your doping nullifies your sense of pain, allowing you to ignore otherwise fatal wounds. If you drop to 0 hit points while doping and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Physician-Assisted Homicide

Starting at 18th level, you refuse to let anything come between you and a new target. When you bring a creature to 0 hit points while doping, you can choose another creature within 30 feet. As a bonus action, you can make an attack roll against them. If you are successful, you deal damage as normal and appear in the closest unoccupied space to them. Moving in this way ignores attacks of opportunity and difficult terrain. | Art of Enhancement The Art of Reinforcement takes the selflessness often attributed to Physicians and internalizes it into the very flesh of its practitioners. It is their calling to prevent injuries, whether it is by intervening in combat or by self-sacrifice. This is one of the more recently developed arts and as such is viewed with apprehension by the central arts. Still, they cannot help but laud its effectiveness, even if they don’t appreciate its focus on war. Called ‘sentinels,’ these Physicians turn the magic used for revitalizing onto their own bodies. With this, they create minute electrical charges that steel their flesh, allowing them to repel even the strongest of blows. They invoke Physic with a variety of feelings. Vengeance may fuel it perhaps, but so may compassion. While the Art has a singular purpose, its adherents can be as different as night and day.

Unarmored Defense

Beginning when you select this art at 2nd level, your body naturally becomes tougher. While you are not wearing any armor, your base armor class is 14 + your Constitution modifier. You can use a shield and still gain this benefit. In addition, you gain resistance to lightning damage.

Galvanize

Starting at 2nd level, you learn to mitigate damage by muscle flexion alone. When you take damage, you can expend one spell slot to reduce the damage actually taken. For a first level spell slot, roll 1d10 and add your Constitution modifier to the number rolled. Reduce the damage by that total. For each spell slot above 1st, roll an additional 1d10. Making use of this feature does not use your reaction. Succor may be used to increase the effective level of the spell slot used.

Sympathetic Aura

At 6th level, you can protect your allies from injuries and ills, at the cost of your own well-being. As a reaction when an ally within 15 feet of you takes damage, you instead magically take half of that damage, along with any effects the source of that damage might cause. You can choose to mitigate this damage with Galvanize if you wish.

Improved Galvanize

Starting at 10th level, your experience with the technique enables you to draw out power more reliably. If you roll a 1 or a 2 on any of your dice when using the Galvanize feature, you can reroll the die and must use the new roll.

Reflective Impulse

At 14th level, you learn to weaponize your protective technique. When you lower damage taken using the Galvanize feature, you can use your reaction to deal the amount you rolled back as Force damage. You must be able to see the source of the attack in order to make use of this feature.

Defibrillation

Starting at 18th level, you learn to use the same electric charges that power your Galvanism to resuscitate yourself in times of need. When you would make a death saving throw, you can instead spring back to your feet with a burst of rejuvinating lightning. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take 15 + your Charisma Modifier in lightning damage, while all nonhostile creatures within that same area gain 20 + your Charisma modifier in hit points. Once you use this feature, you can’t use it again until you finish a long rest. | Art of Reinforcement


Table Data

|Level|Proficiency[br]Bonus|Features|Succor|Cantrips[br]Known|1st|2nd|3rd|4th|5th|6th|7th|8th|9th 1st|+2|Spellcasting, Your Spellbook, Succor|2|3|2|—|—|—|—|—|—|—|— 2nd|+2|Healer’s Art Selection & Feature|2|3|3|—|—|—|—|—|—|—|— 3rd|+2|—|2|3|4|2|—|—|—|—|—|—|— 4th|+2|Ability Score Improvement|2|4|4|3|—|—|—|—|—|—|— 5th|+3|—|4|4|4|3|2|—|—|—|—|—|— 6th|+3|Healer’s Art Feature|4|4|4|3|3|—|—|—|—|—|— 7th|+3|Adrenal Infusion|4|4|4|3|3|1|—|—|—|—|— 8th|+3|Ability Score Improvement|4|4|4|3|3|2|—|—|—|—|— 9th|+4|—|4|4|4|3|3|3|1|—|—|—|— 10th|+4|Healer’s Art Feature|4|5|4|3|3|3|2|1|—|—|— 11th|+4|—|6|5|4|3|3|3|2|1|—|—|— 12th|+4|Ability Score Improvement|6|5|4|3|3|3|2|1|1|—|— 13th|+5|—|6|5|4|3|3|2|2|1|1|—|— 14th|+5|Healer’s Art Feature|6|5|4|3|3|3|2|1|1|—|— 15th|+5|—|6|5|4|3|3|3|2|1|1|1|— 16th|+5|Ability Score Improvement|6|5|4|3|3|3|2|1|1|1|— 17th|+6|—|8|5|4|3|3|3|2|1|1|1|1 18th|+6|Healer’s Art Feature|8|5|4|3|3|3|3|1|1|1|1 19th|+6|Ability Score Improvement|8|5|4|3|3|3|3|2|1|1|1 20th|+6|Preceptor of Physic|8|5|4|3|3|3|3|2|2|1|1 |


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