![]() ![]() You start with the following equipment, in addition to the equipment granted by your background: ![]() Skills: Medicine and choose two from History, Insight, Investigation, Perception, and Sleight of Hand Equipment Saving Throws: Intelligence, Constitution Weapons: All simple weapons, hand crossbows Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per doctor level after 1st Hit Points at 1st Level: 8 + your Constitution modifier Class FeaturesĪs a doctor, you gain the following class features: Hit Points You can make a Doctor quickly by following these suggestions.įirst, put your highest ability score into Intelligence, followed by Dexterity. Oath Benefit, Medical Training, Doctor's Bag, First Aid Have you become an adventurer by choice, seeking to protect those who put their lives on the line for the greater good? Or were you run out of town for selling orc blood as healing potions, and found yourself with other outcasts? Regardless, wherever you go a healer is almost always welcome. Did you own your own clinic where injured townspeople gathered? Perhaps you sold experimental potions out of your bag to travelers in need along on the road? Or maybe you spent your days in the back of a tavern, stitching up the wounds of thieves and cutthroats who paid well for your discretion. When making a doctor your first thoughts should be towards your practice. It can be a hard life, but luckily a doctors skills are always in high demand. They spend most evenings boiling bandages and refilling syringes, all while trying to get the blood out of their clothes. Every sedative and healing salve a doctor uses was hand crafted by them. Not only that, but healing without magic is far less convenient. Unlike many who can heal simply by calling on the powers that be, Doctors must make do with intelligence, skill, and hard work. It isn’t uncommon for a doctor to spend their down time seeking out the nearest library, only to be dragged away days later by the party in order to move on with their adventure. Everything from long lost scrolls to dusty tomes might hold a new secret to preserving life, and it is their responsibility to discover it. It takes years of study and practice to gain the skills required to be a competent healer, and even then, there is always more to learn. Knowledge is Powerĭoctors aren’t born, they are made. Whether it’s saving a life or ending a life, a doctor utilizes their hard-earned knowledge to achieve their goals no matter what they are. Though they lack the magical abilities of other healers their results are no less effective. The sharp claws of a dragonborn swipe downward, removing the infected limb of a fellow adventurer before the poison can spread, a burning torch already prepared to cauterize the wound.ĭoctors are the healers of the common man, working tirelessly in places the gods have overlooked. Sliding a razor-sharp blade along the beasts back an elf expertly severs its spinal cord, slaying the creature while preserving its organs for experimentation. A dwarf covered in dirt looks down in annoyance as he stitches up an arm after an avoidable mining accident, his supplies for the day already running low. ![]()
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