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Specialist

SPECIALIST PURSUIT

Specialist study the medical, anatomical, and biological sciences. Those scholars who choose the Physician Pursuit use their knowledge to mend their allies on the field and deal crippling blows with surgical precision.

 

MEDICAL PRACTITIONER

When you choose this pursuit at 3rd level, you gain proficiency with biochemist’s kits and your choice of Medicine or Nature skills.

 

REMOTE HEALER

 Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver's range becomes 30 feet.

 

ADDITIONAL MANEUVERS

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

 

Adrenaline Hit

You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll.

 

Until the start of your next turn, the creature has a bonus to AC equal to half your Intelligence modifier (rounded down).

 

Emergency Prescription 

As an action you can expend one superiority die and touch a creature. That creature regains hit points equal to your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.

 

Enhancement Injection

You can use an action and expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute.

 

Additionally, the next Strength check or saving throw made by this creature while it has these temporary hit points has advantage.

 

Neuroblock

When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature's next attack has disadvantage and it cannot regain hit points until the start of your next turn.

 

Reassure

As an action, you can expend a superiority die and call out to a creature that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.

Remove Toxins

As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, if it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

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Smelling Salts

As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.

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Transfusion 

Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature. You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.

 

Weak Point Strike 

When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

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FIELD SURGEON

Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can add an additional d4 to the roll. Additionally, you can expend an additional superiority die when you do so. Roll both dice, and if the creature is the target of your Critical Analysis feature, you can roll an additional d4 and add it to the roll.

 

RESUSCITATE

Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points. Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you've used this feature, you must complete a short or long rest before you can use it again.

 

PANACEA

Once you've reached 17th level, you've developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 CR to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As an action, a creature can inject the panacea in themself or administer it to another creature. The target has their exhaustion level reduced by one or has one of the following debilitating effects end:

  • One effect that petrified or cursed the target.

  • One effect afflicting the creature.

  • Any reduction to one of the target's ability scores.

  • One effect reducing the target's hit point maximum.

Once you create a panacea, you can't create another until you finish a long rest.

DISCOVERIES (SPECIALIST)

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

 

Advanced Remote Healer

Prerequisite: 12th level, Specialist Archetype

The range of your Remote Healer feature increases to 60 feet.

 

Experimental Treatments

Prerequisite: Specialist Archetype

Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, roll a d20. If you roll a 1, roll on the Side Effects table to the right. The condition or effect lasts until the creature that regains hit points or gains temporary hit points from a maneuver you cast again, or the creature completes a long rest. They can also be cured by a Panacea.

 

Health Advisor

Prerequisite: Specialist Archetype

Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to half your Intelligence modifier. At 10th level, the temporary hit points gained is equal to your Intelligence modifier instead.

 

Mortician

Prerequisite: Specialist Archetype

You can use your Critical Analysis feature to examine a body that has died within the last 7 days. After at least one minute inspecting the body you can accurately determine the cause of death, such as blaster bolts or the bite marks of a creature.

 

Patient Protector 

Prerequisite: 5th level, Specialist Archetype

When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

 

Surgical Precision

Prerequisite: 5th Level, Specialist Archetype

When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

 

Tend the Wounded

Prerequisite: 7th level, Specialist Archetype

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain extra hit points equal to your superiority die.

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