Ethical doctor

The ethical doctor: a practitioner of the combination of medical knowledge, and magical practices.

Type: Arcane class

## Medical professionals

There are 3 types of ethical doctors

* The Nurse: best at minor healing and status effects
* The Practitioner: brings most back from the brink of death
* The Surgeon: best of both worlds

## Features of all medical professionals

### Hit points

You need to be able to survive to help others live, your natural body isn't strong but you can sure last long.

Gain 1d4 hit points per level

At level 5 you can add your constitution or Intelligence modifier to your hp

At level 12 you can add your constitution(min 1) and your intelligence(min1) modifiers to your hp

At level 18 you can add your constitution(min 10) and your intelligence(min10) scores to your hp

### Spell casting ability

Your brain is important in understanding the issues people are having. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

### Toxin removal

1 action

At level 3 you can start to remove poison and toxins from creatures you touch, however the poison must go somewhere

On touch you can roll to remove the effects of poison (e.g. continuous poison damage etc) the dc is 16- your level. If a creature has taken poison damage within the last round they are un-poisoned and they are healed half of the damage they took. (3/4 at level 5)

At level 5 if a creature is not poisoned you can give them a level 2 resistance of your choise for 1 minute , the duration increase by 1 minute per 2 levels. at level 15 it is changes half damage to immunity and quarter damage to half damage.

You can do this 1d8+ Intelligence mod per long rest, you must reroll each long rest.

### Kiss of life

1 action

At level 2 you can heal anyone bar your self on touch you get 5\*(level+ intelligence modifier)) points to heal anyone at touch. healing 1hp or 100hp it takes 1 action.

At level 11 you can reverse this you can touch an enemy(2 actions) and when you damage them you can regain charges of your kiss of life, you can only have half your proficiency score number of enemies effected by this skill+1.

At level 14 range is now 5ft.

### Strong bones

You can spend 5 "kiss of life points" to buff a ally within range of 15ft they must roll a d6 and they get this buff for 2 minutes or until knocked unconscious. If you cast again onto the same creature the old buff is removed and is replaced by the new one

At level 10 you can increase the duration when you activate this feature by 1 minute per 2 extra points spent.

### Doctorate

Through years of education you gain at level 1 these benifits

* **Armor:** Light armour
* **Weapons:** Daggers, Rapiers, and net
* **Tools:** First aid kit
* **Saving Throws:** Intelligence (add your proficiency bonus to intelligence saving throws)
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Animal handling, and Religion

Depending on your kind of education this feature changes:

 Practioner
 Surgeon
As a reaction you can attack with a knife but instead of dealing damage on a 2+ enemy dc intelligence roll you can decrease there attack roll by your medicine bonus as you slice open there nerve

### Ability Score Improvement

When you reach 4th level, and again at 5th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 30 using this feature.

### Medical expertise

When you reach level 7 you gain 1 expertise in any 1 intelligence ability check, then again at level 13 and 17

## medical professional spell list

 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

# Non Stroke Causing version (also rebalanced)

## Features

### Medical professional

When you become level 1 in this class you pick on of the 3 following Medical Routs

* The Nurse: best at minor healing and status effects
* The Practitioner: brings most back from the brink of death
* The Surgeon: best of both worlds

### Doctorate

Throw your education you again the following proficencys

* **Armor:** Light armour
* **Weapons:** Daggers, Rapiers, and net
* **Tools:** First aid kit
* **Saving Throws:**
* **Skills:** Medical and choose one from History, Insight or Investigation

Depending on your kind of education you also gain the following features

#### Nurse

* You gain proficiency in any 1 intelligence ability check
* Add your proficiency bonus +1 to any healing amount

#### Practitioner

* You gain proficiency in perception checks
* Use 3 actions to give a creature life saving treatment you can heal a creature who is at 0hp to half hp, you can do this twice per long rest.

#### Surgeon

* You gain proficiency in investigation checks
* As a reaction you can make a knife attack, however, if you hit your target must roll a a intelligence saveing throw. If they fail you are able to slice open a nerve on there arm. Your deal no damage but there attack roles are decreased by your medicine bonius

### Spellcasting

Your brain is important in understanding the issues people are having.

The Ethical Doctor table shows how many spell you can learn at any given table. To cast one of these spells, you must expend mana of the spell's level or higher.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

### Hit points

You need to be able to survive to help others live and your natural body isn't strong, but you can sure last long. You gain the following ability's:

At 1st level you gain 1d4 max hit points per level

At level 5 you can add your constitution or Intelligence modifier to your hit points

At level 12 you can add your constitution (minimum 1) and your intelligence (minimum 1) modifiers to your hit points

### Kiss of life

As a magical doctor you gain a pool of Kiss points. You have an amount of Kiss points = to 5 x your Ethical Doctor level + *?Highest arcane spell bonus?*

At level 2, as an action, you can touch a target and heal them 1 hit point to 1 Kiss point

At level 11 you can spend 2 actions and reverse this ton touch an enemy and when you damage them you can regain charges of your kiss of life, you can only have half your proficiency score number of enemies effected by this skill+1.

At level 11, you can spend 2 actions and reverse this effect. You can deal damage worth 1 hit point to 2 kiss points. Wh

At level 14 the range of the Kiss of Life ability's are increased from touch to 10 feet

### Toxin removal

At level 3 you can start to remove poison and toxins from creatures you touch, however the poison must go somewhere

By touching your target, you can remove the effects of poison (e.g. continuous poison damage etc) by rolling *something save* with the dc being 16- your level. If a creature has taken poison damage within the last round they are un-poisoned and they are healed a quarter of the damage they took. This increases to half at level 8

At level 8 you gain the ability to give a non poisoned creature Level 2 Misc. magic Resistance of your choice for 1 minute. The duration is increased by 30 seconds every 2 levels past level 8. At level 15 the Level 2 Misc magic Resistance effects change from half damage to immunity and from quarter damage to half damage.

You can do this 1d8 + Intelligence mod times per long rest, you must reroll each long rest.

### Ability Score Improvement

When you reach 4th level, and again at 5th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 30 using this feature.

### Medical expertise

When you reach level 7 you gain 1 expertise in any 1 intelligence ability check, then again at level 13 and 17

### Strong Bones

At Level 8 you can spend 5 Kiss points to buff a ally within range of 15ft. They must roll a d6 and they get this buff for 2 minutes or until knocked unconscious. If you cast again onto the same creature the old buff is removed and is replaced by the new one. The effect lasts for 2 minutes or until the target is knocked unconscious. They must roll a d6 and dependent on that, is the effect they get. At level 15 you can increase the duration when you activate this feature by 1 minute per 2 extra points spent.

 **2** | +10ft movement speed
 **3** | 1/2 Resistance to non magical bludgeoning damage
 **4** | 1/2 Resistance to non magical slashing damage
 **5** | 1/2 Resistance to non magical piercing damage
 **6** | Regain 1d4 hit points every 4 rounds