The Physician [Contract]
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The Physician [Contract]

Hireling

Physicians are esteemed practitioners of the healing arts, dedicated to the study and understanding of the human body, diseases, and remedies. They possess extensive knowledge of anatomy, herbal medicine, and various treatment techniques. While magic may exist in the world, physicians rely primarily on their medical expertise and practical skills rather than supernatural means.

Physicians undergo rigorous and extensive training, typically in specialized medical institutions or under the apprenticeship of experienced healers. Their education includes studying anatomy, pathology, pharmacology, and diagnostic techniques. They spend years honing their skills through practical experience, treating patients under the guidance of seasoned physicians.

They stand apart from traditional healers or magical practitioners due to their reliance on scientific principles and evidence-based medicine. They emphasize observation, analysis, and logical deduction in their approach to healing. Their knowledge of anatomy allows them to identify the root causes of ailments and provide targeted treatments.

Strengths

  • Medical Expertise: Physicians possess in-depth knowledge of the human body, illnesses, and treatments. They can diagnose diseases, provide effective remedies, and perform minor surgeries or procedures.
  • Practical Skills: Physicians excel in administering physical treatments, such as bandaging wounds, setting broken bones, and applying herbal remedies.
  • Diagnostic Abilities: Through careful examination and assessment, physicians can accurately identify diseases, infections, or other health issues.
  • Disease Prevention: Physicians understand the importance of preventive care and can offer guidance on maintaining a healthy lifestyle and preventing illnesses.

Weaknesses

  • Limited Magical Abilities: Physicians lack access to the magical healing capabilities possessed by divine spellcasters or wizards. They rely solely on their medical knowledge and practical skills.
  • Vulnerability to Magic: While they may have some knowledge of magical healing, physicians are more susceptible to magical attacks or diseases than those with magical defenses or resistance.
  • Reliance on Resources: Physicians require access to medical supplies, herbs, and equipment to effectively treat patients. They may face challenges in areas with limited resources or during times of scarcity.

Stat Block

Armor Class

Hit PointsSpeed
SkillsSensesLanguages
12 (Leather Clothes) 3530 ft.Athletics +5, History +2, Perception +3Passive Perception 10 Common
Saving ThrowsDamage VulnerabilitiesDamage ResistancesDamage ImmunitiesCondition Immunities
Cha +6N/AN/AN/AN/A
STRDEXCONINTWISCHA
11 (+0)
12 (+1)
15 (+2)
16 (+3)
16 (+3)
10 (+0)

Abilities:

  • Gentle Hands: The Physician can uses the Help action to aid an ally, they can chose to either add 1d8 healing onto a medicine check or give advantage to any roll or saving throw made by that ally.

  • Medical Expertise: The physician has advantage on Medicine checks and can diagnose diseases and conditions more accurately.

  • High Education: The Physician have learned the ins and outs of most humanoids in the known world. They are capable of dealing with most ailments and a number of more straightforward injuries, such as flesh wounds and broken bones.
    • Spend 10 minutes with an ally to remedy Blindess or Deafening conditions that were caused by non-magical means. (Falls, Traps or general Injuries)
    • Spend 30 minutes with an ally to remedy Poisoned or Paralyzed conditions that were caused by non-magical means. (Bites, Stings or Traps)

Reaction:

  • This Might Hurt (3/Day): The Physician can use a reaction to provide rapid aid to an ally within 5 ft. As they attempt to treat the wound or sickness the ally must make a Constitution saving throw. (DC 18) Gaining 4d8 healing on a success, half on a failure.

Actions:

  • Scapel Strike: Melee Weapon Attack, +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. The physician wields a precise scalpel as a weapon when necessary.

  • Don't Die On Me: The Physician can use an action to quickly resuscitate an ally within 5 ft from the grasps of death. Bringing them back to 10 hp. Who needs a Healer's Kit when one has a well versed Physician.

  • Thorough Examination: The Physician spends 1 hour doing a full check up on an ally to make sure everything is in order with their bodily health. They will have to make a medicine check. Rolling over 10 grants the ally 1 additional Hit Die for the next 24 hour.

  • Doctor's Orders: The Physician can spend 8 hours treating an ally for all non-magical ailments or injuries. The ally will be considered taking a rest for the duration and regain all hit points afterwards. The Physician will suffer 1 point of Exhaustion.

Bonus Actions:

  • Emergency Treatment: The physician can use their bonus action to administer quick medical aid. They can restore hit points to a creature within 30 feet of them, healing the creature for 2d6 + 3 hit points. This ability can be used a number of times equal to the physician's Wisdom modifier (minimum of 1), regaining expended uses after completing a short or long rest.