```metadata title: 'Artificer Subclass: Medical Technician' description: A healing-based artificer subclass. tags: '' systems: - 5e renderer: legacy ``` # Artificer Subclass: Medical Technician Anatomy and physiology are sciences often eschewed in a world where healing is done by prayer. What little medical science has been allowed is plagued with superstition, full of witch doctors and charlatans seeking to make a quick buck off the ill. The slice of healers that both are genuine in ability and aren't divine in intent is a thin one - and it's one where you work. #### Additional Tools At 3rd level, you can create a healer's kit or an herbalism kit with your *The Right Tool for the Job* feature. A healer's kit you create in this way has 5 charges, and it regains all expended charges on a long rest. The number of charges increases to 10 at 6th level and 15 at 15th level. #### Technician Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Technician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### Technician Spells | Artificer Level | Spells | |:----:|:-------------| | 3rd | *cure wounds, detect poison and disease* | | 5th | *blindness/deafness, lesser restoration* | | 9th | *aura of vitality, remove curse* | | 13th | *blight, death ward* | | 17th | *contagion, mass cure wounds* | #### Medical Kit At 3rd level, your work in healing has culminated in advanced medical knowledge. As an action, you can spend one use of a healer's kit to tend to one creature you can touch and restore a number of hit points equal to your Intelligence modifier. You can expend multiple uses of your healer's kit in this way at one time, up to your total level in this class. By spending time with your healer's kit over a short rest as if you were attuning to it, you can expend a number of charges of your healer's kit to create one magic item on the Medical Item table. The number of charges differs depending on the potency of the item you're creating. Where an item created this way would have charges of its own, it instead has one charge. Any magical item created this way loses its potency at the end of your next short or long rest, and once you create an item in this way, you must take a long rest before you do so again. You can create multiple items in one short rest, but you can only expend a number of charges up to your current level in this class at a time. ``` ``` ##### Medical Item | Charges | Items | |:----:|:-------------| | 3 | antitoxin, periapt of wound closure, potion of healing, spell scroll (*cure wounds* at first level) | | 6 | potion of greater healing, potion of heroism, spell scroll (*death ward*)| | 9 | keoghdom's ointment, potion of superior healing, potion of vitality, spell scroll (*greater restoration* or *revivify*) | #### Steady Eye At 5th level, you have learned to avoid common pitfalls in healing. Once per turn, when you roll a 1 when rolling dice to restore hit points to a creature, you can reroll the die. You must use the new roll. Additionally, when you roll Intelligence (Medicine) checks, you may treat a roll of 9 or lower as a 10. #### Medical Secrets At 9th level, you have learned to craft more advanced medical tools. At the end of a long rest, you can craft either a *necklace of prayer beads* or a *staff of healing*. If you create a necklace of prayer beads, the number of beads on the necklace is equal to your Intelligence modifier. You can choose to automtically create the *bless* and *cure wounds* beads; in order to create beads of the other spells, you must make a check with an herbalism kit with a DC equal to the highest number on the D20 column for randomly assigning beads. You can only attempt this check once per bead. Like your artificer infusions, you can choose to automatically attune to the staff or necklace when you create it, but this item does not count as one of your infusions. #### Surgical Precision At 15th level, you are capable of mending great wounds. You can cast the *Regenerate* or *Raise Dead* spell without expending a spell slot and without preparing the spell, using your healer's kit in place of the material components. Once you cast the spell with this feature, you can’t cast it again until you finish a long rest.