Doctor

Doctors are more rare in number than the usual fighting types. They are the healers of the world and as such have many ways to do that. They produce medicines that heal or boost the consumers and ways to distribute them along with some less than healthy chemicals for self defense or offense. When a higher level of medical expertise is reached doctors who have chosen a specific path can make chemical copies of people, liquids that grant temporary devil fruit powers, massive bottle based explosives, 100% cure-alls and even fake devil fruits who’s powers act exactly like the real ones.

To be a doctor is to be the truest form of support possible. While you might be a touch weaker than most in direct combat you make up for that with very effective healing and nearly unheard of utility. Everyone in the world has been hurt at some point and not all of them got back up without some medical attention. If you want to ensure the survival of you and your friends while providing useful buffs, be a doctor.

Class Overview

LevelProficiency BonusFeatures
1+2Hippocratic Oath, Alchemist / Physician / Biochemist
2+2N/A
3+3Doctorate, Viral Jab / Antibody Injection / Booster Shot
4+3Stat Increase
5+4Formula Mixtures / Jet Injector / Cytokenesis
6+4Stat Increase
7+5Carbonated Cannon / Mass Medicine / Green Blood
8+5Stat Increase
9+6N/A
10+6Stat Increase, Pint-Sized Atom Bomb / Miracle Cure / Artificial Devil Fruit

Class Features

Hit Points

  • Hit Dice: 1d8 for the first three levels, then 2d8 per level.
  • Hit Points at First Level: 8 + Your Con mod
  • Hit Points at Higher Levels: 8 + Your Con mod until level 3, then 16 + Your Con mod

Proficiencies

  • Armor: Light and Heavy Armor
  • Weapons: Simple Weapons
  • Saving Throws: Con + Int
  • Skills: Sleight of Hand, Insight/Persuasion (choose one), Medicine, Nature

Equipment

  • (a) a Bone Saw or (b) any Simple Weapon
  • (a) Brewer’s Supplies or (b) an Explorer’s Pack

Level 1 Abilities

Hippocratic Oath

  • You have proficiency in medicine checks and brewers supplies.
  • You can give the Help action to creatures rolling death saving throws.
  • Giving a conscious creature the Help action on your turn restores their HP by your level d4’s. You can do this a number of times equal to your Con mod.

Level 1 Options

Alchemist

You have access to crafting different potions and effects, called Alchemical Formulas. If an option requires a saving throw, the dc is 8 + your proficiency bonus + your intelligence mod.  The distance you can throw each Formula is 15 + 5 x Doctor level.

  • Alchemical Fire. As an action, you throw a flask of chemicals that erupt into flames when the flask is thrown. A creature hit must make a dexterity saving throw or take your Int mod d8’s fire damage.
  • Alchemical Acid. As an action, you throw a flask of chemicals that coat a creature in corrosive acid when hit. A creature hit must make a dexterity saving throw or take your Doctor level d6’s acid damage.
  • Ocean Potion. As a bonus action, you throw a vial of seawater at a creature within range. If that creature has a devil fruit or is weak to water, they cannot take any move using that power unless they pass a dex check on an action to get it all off against your DC.
Physician

You have access to making different healing effects, called Physicks. You can create a number of Physicks a day equal to 3 + proficiency bonus + intelligence mod.

  • Pill. Pills are only in range of touch or if you have given them to some one previously. A creature can take a pill as a bonus action to recover your Doctor level d6’s
  • Tonic. Tonics can be thrown 5 times your level feet as an action. If they land, everyone within 5 feet of the landing area heals 4d8 + Int damage distributed in the area
  • Mist. The mist is placed as a Bonus Action in the square in front of you and heals for 2d8 + your doctor level to everyone within a 10 foot radius on the start of their turn. If someone hits the origin of the mist, the healing is dissipated.
Biochemist

You can create a number of experimental elixirs a day equal to your proficiency bonus + Int Mod + Level (minimum 1). You regain all expended uses after a long rest or a number equal to your Int mod on a short rest.  The elixirs can be drank as a bonus action and the effect lingers until the end of the creature’s next turn.

  • Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
  • Resilience. The drinker gains a  bonus to AC for 10 minutes equal to the doctor’s level.
  • Boldness. The drinker can roll a d6 and add the number rolled to every attack roll and saving throw they make.
  • Rage. The drinker adds extra damage equal to 2 x the Doctor level per action/bonus action. This effect cannot be stacked by drinking multiple of this elixir.

Level 3 Abilities

Doctorate

  • You can make a medicine check to cure conditions on a creature within reach of you, with the DC being 16. When out of combat, you can fix injuries and ailments from past fights, like scars or broken limbs. The time it takes to heal the injuries is dependent on the injury, minimum of 30 minutes.

Level 3 Options

Viral Jab

Instead of throwing potions, you can inject people with the contents of a Formula on a dex check against a creature within 5 feet’s AC.

If you inject a creature, then they are hit with the damage on the start of their every turn if they fail a Con saving throw. 

The Formula exits their system upon three successful saves.

This can stack up to a number of times equal to your Int mod, but they take more Con saves.

Antibody Injection

As a bonus action against a creature within 5 feet of you, you can inject them with a healing syringe. The creature injected heals for 3d8 + Doctor level HP on the start of their every turn for five turns.

This effect does not stack, but if the creature is at full health, the healing turns into temp HP of half the 3d8.

Booster Shot

As an action, you can inject a creature within 5 feet of you, doing one of three things.

  • Attribute Amp. Any stat mod increases by half your Doctor level rounded down to a max of +10 for 30 seconds.
  • Sharp Focus. You add a d6 to any d20 roll you want once. The d6 increases to a d8 at level 5, a d10 at level 7, and a d12 at level 10.
  • Adrenal Shot. You have advantage on Str, Dex, and Con saves until you fail one.

Level 5 Ability Options

Formula Mitures

You use your advanced expertise in tinctures and potions to mix together your Alchemical Formulas. You combine two Formulas together as a bonus action with the description for each being labeled separately.

  • Poison Cloud (Fire + Acid). As an action, you throw a flask of chemicals that erupt and linger in a cloud of deadly poison. Each creature within a 15 foot radius of where you throw it makes a dex saving throw or take 5d8 + Int mod poison damage or half as much on a successful save. Poison lingers in the area throw for int mod turns and any creature that starts their turn there takes another 6d8 + Int mod poison damage on a failed dex save.
  • Sea Fog (Fire + OP). As an action, you throw a flask of fire and water that bursts and creates a thick fog within a 10 foot radius of where you throw it. Creatures with a devil fruit are unable to use their fruit, as well as having disadvantage on ability checks and saving throws while in the fog. The fog lasts as long as your int mod. If you throw an Alchemical Fire in the radius of the fog, the entire area explodes, and everyone inside takes 8d8 + Int Fire damage.
  • Caustic Shower (Acid + OP). As an action, you shake up a flask of fizzy acid and spray it in a 15 foot wide and 10 foot long cone. Each creature in the area makes a dex saving throw or take 8d4 + Int mod poison damage and be covered in the poison. If a creature hit does not take their action to wipe off the poison, then they take an additional 5d4 poison damage.
Jet Injector

Your advanced knowledge in healing means you know how to create a Jet Injector over the course of 2 hours.

Once made, it has a range of 45 feet, and you can shoot on a dex check. The DC increases by 1 for every 5 feet further away, starting at 10.

You can choose for it to deal 5d8 + Int mod piercing damage or heal as much.

Cytokenesis

As an action, you drink a concoction or throw one to an ally within 25 feet of you. Whoever drank it produces a copy of themselves, which has half the person’s health and can only use moves of third level and below. You can use this as many times as your Int mod per long rest.

The copy produced cannot eat or drink. and only lives for a week.

Level 7 Ability Options

Carbonated Cannon

As an action, you shake up a bottle of fizzy solution and shoot it out in a 50 foot long line. Any creature in the line must make a Str saving throw or take 8d8 or half as much on a successful save and be pushed back to the last available square in the line. It also pushes you away 10 feet. You can do this a number of times equal to your Int mod.

Mass Medicine

You spread the gift of healing to all those around you with a misty solution. As an action, you spread out the healing solution in a 25 foot radius. Every friendly creature in range gets 8d8 + Doctor Level hp restored. This costs two uses of your Physicks and doesn’t heal you, though.

Green Blood

Over the course of 10 hours with a Paramecia devil fruit or devil fruit user in your possession, you can create 3 vials of Green Blood. The blood when injected into a creature gives them that devil fruit for 24 hours. If injected into a devil fruit user, then it would be the same effect as eating another fruit. During the 24 hours, normal limitations to devil fruits still apply, like seawater and seastone.

Level 10 Ability Options

Pint-Sized Atom Bomb

Anything but calm. You throw a bright flask filled with an explosive liquid inside. As an action, you throw the bottle anywhere within 75 feet of you. Any creature within a 25 foot radius of where you threw it takes 12d8 + Int mod force damage. Every creature also is now Blinded, Deafened, and Prone, as well as being pushed back 15 feet from the origin. You only get one of these a long rest.

Miracle Cure

You concoct a natural remedy to all things. As an action to a creature within 5 feet of you, you begin to administer the cure to a creature in range. The cure is fully ready at the start of your next turn. It heals the creature for 50% of its health, removes all conditions, and gives the creature resistance to all damage for two turns. If a creature has died within the last hour, you can administer this and revive them back up to 25% of their health. You cannot take reactions once you take this action until it is done. If you are hit, it is concentration to maintain. You only get one of these a long rest.

Artificial Devil Fruit

Your advanced knowledge in genetics allows you to create an artificial fruit. Over the course of two weeks, you can extract the Lineage Factor of a Zoan devil fruit user. You roll a Medicine check with a DC of 25 to synthesize the fruit and produce it. If you roll too low, you produce a SMILE fruit, which once eaten, the person must roll a d20 and they only get modified powers on a 18, 19, or 20.