The Physicker
By Triamond
The Physicker
A haggard looking human strides from the tent. Returning his gore flecked spectacles to his coat pocket, he smiles thinly and gives a weary nod, eliciting a cheer from the gathered townsfolk.
Wild eyed with excitement, a wizened gnome draws a flask of glowing green liquid to his lips and drinks. The flask shatters on the ground as the gnome's tiny form begins to swell grotesquely.
An orc stalks up to the elven woman kneeling over a wounded guardsman. As he raises his battle axe for a killing stroke, the woman whirls around, planting a scalpel in the stunned orc's neck. The orc falls, gurgling in surprise, and the elf calmly returns to her charge.
There are those that believe the mysteries of life will yield themselves to careful study and experimentation. Each physicker's motivation may be unique, but all of them are united in this common pursuit of knowledge.
The Science of Life
While others may beseech deities or the spirits of nature to heal, physickers delve into research, both magical and mundane, to further their craft.
The rationalist approach can put the physicker at odds with those more inclined towards faith and ritual. It is not enough that something works - the physicker must know why it works. This curiosity can also lead physickers towards more aberrant pursuits as they are driven toward increasingly eccentric avenues of study.
The Art of Healing
More than mere academics, physickers put their knowledge into practice. The most traditional path for a physicker to take is that of a healer, using their vast medical knowledge to keep those they care about safe.
There are, however, other paths a physicker might choose. A talented surgeon could find their skill with a blade applies to more than just the operating table, and another physicker's research might drive them beyond simple healing, pushing them to improve upon the natural anatomy of their subjects.
Creating a Physicker
As you create your physicker character, consider your motivation and the source of your knowledge. Are you benevolent, desiring to help those in need? Do you seek some arcane or forbidden knowledge for your own benefit? You may be independent, a self-taught scholar who seeks knowledge wherever it may be found. Or perhaps you studied at a university or as the apprentice to another physicker, building upon a tradition of learning.
Consider your character's view of and place in the world. Are you at odds with those who rely on faith, or are you more accepting of those who walk a different path? Do you see your allies as comrades or patients? Do you have any particular loyalties or sense of duty that has put you on the path of adventure?
Quick Build
You can make a physicker quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. (Some physickers focus more on martial combat in which case Intelligence and Dexterity should be switched.) Second, choose the Sage background.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose physicker as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a physicker.
Required Proficiency: As a multiclass character, you must be proficient in medicine to take a level in physicker.
Proficiencies Gained. If physicker isn’t your initial class, here are the proficiencies you gain when you take your first level as a physicker: light armor and one skill or tool from the physicker starting proficiencies.
Spell Slots. Add half your levels (rounded down) in the physicker class to the appropriate levels from other classes to determine your available spell slots
The Physicker Table
| Level | Proficiency Bonus | Features | Surgical Precision | Techniques Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Adept Healer, Surgical Precision | 1d6 | — | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting | 1d6 | — | 2 | 2 | — | — | ||
| 3rd | +2 | Physicker Specialty, Physicker Techniques | 1d6 | 1 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 1d6 | 1 | 3 | 3 | — | — | — | — |
| 5th | +3 | Innervation (1/day) | 2d6 | 1 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Expert Healer | 2d6 | 1 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Physicker Specialty Feature | 2d6 | 2 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 2d6 | 2 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 3d6 | 2 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Cross Discipline Technique | 3d6 | 3 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Physicker Specialty Feature | 3d6 | 4 | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 3d6 | 4 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4d6 | 4 | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Innervation (2/day) | 4d6 | 4 | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Physicker Specialty Feature | 4d6 | 5 | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4d6 | 5 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5d6 | 5 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Cross Discipline Technique | 5d6 | 6 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5d6 | 6 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Master of Anatomy | 5d6 | 6 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Physicker, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Physicker level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Physicker level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: Alchemist's supplies, weaver's tools
- Saving Throws: Constitution, Intelligence
- Skills: Medicine and two additional from Arcana, Insight, Intimidation, Investigation, Nature, Perception, or Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and quiver of 20 arrows or (b) 20 darts
- (a) a dungeoneer’s pack, (b) an explorer’s pack, or (c) a scholar's pack
- (a) a component pouch, or (b) an arcane focus.
- Leather armor, two daggers, two healer's kits
Adept Healer
Your study of physiology allows you to more efficiently apply healing. You gain the healer feat and may use healing kits as a bonus action.
Additionally, your proficiency bonus with Medicine is doubled, and you may use Intelligence instead of Wisdom when making Wisdom (Medicine) checks.
Surgical Precision
You know how to identify and target vital points in your foe. Once per turn, when you deal piercing or slashing damage to a creature using a finesse, natural, or ranged weapon, you can deal an extra 1d6 damage.
The amount of the extra damage increases as you gain levels in this class, as shown in the Surgical Precision column of the Physicker table.
Spellcasting
By the time you reach 2nd level, you have learned to weave arcane magic into your work, allowing you to cast spells. See chapter 10 for the general rules of spellcasting and the end of this document for the Physicker spell list.
Spell Slots
The Physicker table shows how many spell slots you have to cast your Physicker spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spellcasting Focus
You can use an arcane focus (see chapter 5, “Equipment”) as a spellcasting focus for your Physicker spells.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Physicker spell list.
The Spells Known column of the Physicker table shows when you learn more Physicker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Physicker spells you know and replace it with another spell from the Physicker spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Physicker spells, since your magic is based on your careful studies. 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 a Physicker 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
Physicker Specialty
At 3rd level, you choose a specialty for your craft, choosing to become a Chirurgeon, an Experimentalist, or a Vivisectionist. Your choice grants you additional features at 3rd, 7th, 11th, and 15th level.
Physicker Techniques
Also at 3rd level, you begin to learn techniques associated with the specialty chosen at this level.
Your technique options are detailed at the end of the class description. When you gain certain physicker levels, you gain additional techniques of your choice, as shown in the Techniques Known column of the Physicker table.
Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique that you could learn at that level.
If a technique has prerequisites, you must meet them to learn it. You can learn the technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You may ignore the specialty prerequisite only if you are replacing a technique learned with the Cross Discipline Technique feature.
Any spells granted by your techniques count as physicker spells for you.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, 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. As normal, you can’t increase an ability score above 20 using this feature.
Innervation
At 5th level, you develop a technique to restore the vital reserves of a friendly creature.
You can perform a 1 minute procedure on yourself or a willing creature you touch to restore one of the following:
- A number of spell slots with combined level equal to your proficiency bonus. None of these spell slots can be higher than 5th level.
- A number of hit dice equal to half your proficiency bonus (rounded up).
- A number of ki or sorcery points up to your proficiency bonus.
You have 1 use of the feature and gain an additional use at 14th level. You regain all expended uses upon finishing a long rest.
Expert Healer
By 6th level, you've furthered your knowledge of both magical and mundane healing. When you roll dice to restore hit points to you or an ally, you may reroll a number of dice up to your Intelligence modifier. You must use the new result of these dice.
Additionally, you can expend a spell slot as an action to create a healer's kit. A healer's kit created in this way vanishes at the end of your next long rest.
Cross Discipline Technique
By 10th level, your pursuit of knowledge allows you to branch out into additional areas of study. When you learn your physicker technique at this level, ignore the physicker specialty prerequisites for that technique.
You may likewise ignore the physicker specialty requirements for the technique learned at 18th level.
Master of Anatomy
When you reach 20th level, your studies culminate in a near perfect understanding of physiology. You can use this knowledge to aid your allies or hinder your foes in the following ways:
You can cast lesser restoration as a physicker spell without expending a spell slot.
You can cast greater restoration once as a physicker spell without expending a spell slot or material components. You must finish a long rest before doing so again.
Additionally, any creature damaged by your surgical precision has disadvantage on Strength, Dexterity, and Constitution saving throws until the start of your next turn.
Chirurgeon
Chirurgeons further focus their studies in the realm of healing, learning both magical and mundane techniques to heal or aid their allies.
Warding Touch
On adopting this specialty at 3rd level, you learn how to weave additional protective magic into your spells.
When you cast a spell, you may grant one creature affected by the spell temporary hit points equal to five times the spell's level.
You have a number of uses of this feature equal to your intelligence modifier and regain all expended uses upon finishing a short or long rest.
Chirurgeon's Care
Starting at 7th level, you are able to apply your healer's knowledge to aid the recovery of you and your allies.
At the end of each long rest, you and any creatures who spent their long rest with you each regain up to two additional hit dice and heal an additional level of exhaustion.
Master Healer
Starting at 11th level, whenever you roll dice to restore hit points to you or your allies, you may replace those dice with d12s.
Miraculous Procedure
At 15th level, you've progressed far enough in your craft to perform a wondrous feat of healing. You can cast Regenerate or Resurrection once without expending a spell slot. You must complete a long rest before doing so again.
When you cast Resurrection using this ability, it requires 500 gp of common alchemy supplies instead of the normal component cost.
Vivisectionist
Vivisectionists seek to master the art of dissection - whether on the operating table or the battlefield.
Knife Expertise
Beginning when you adopt vivisection as your specialty at 3rd level, you have +1 to your attack and damage rolls with daggers and darts.
Crippling Precision
By 7th level, you've developed the skill and knowledge to cripple your foes with your attacks. Creatures damaged by your surgical precision can't take reactions and their movement speed is reduced by 10 ft. until the start of your next turn.
Vital Strike
At 11th level you're able to channel lethal magic into your foes' most vital areas.
When you inflict surgical precision damage, you can expend a spell slot to increase the bonus damage by 1d6 per level of the slot, and you can force the target to make a Constitution saving throw against your physicker spell save DC or be stunned until the end of your next turn.
Flay Defenses
By 15th level, you've mastered the use of your craft on the battlefield, allowing you to surgically inhibit your foes' ability to defend themselves.
When you inflict surgical precision damage to a creature, that creature's AC is reduced by 2 until the end of your next turn.
Experimentalist
Experimentalists are insatiable seekers of knowledge who are more than willing to be the subjects of their own experimentation.
Inured to Magic
As part of adopting the experimentalist specialty at 3rd level, you are able to alter your physiology to better accustom it to magical augmentation.
When you are the target of a spell with a duration of 1 minute or longer, you can double its duration, to a maximum of 24 hours.
When you are the target of a spell which restores hit points or grants temporary hit points, you can increase either the hit points restored or temporary hit points gained by an amount equal to your intelligence modifier.
Mutable Form
Starting at 7th level, you gain enhanced control of your physical body. You learn the alter self spell if you don't already know it, and the spell doesn't require concentration when you cast it.
In addition, while under the effects of the alter self spell, you can mend your wounds with unnatural speed. For the duration, whenever you start your turn below half your maximum hit points and aren't incapacitated, you regain a number of hit points equal to your Intelligence modifier (minimum 1).
Enhanced Physiology
When you reach 11th level, you're able to make lasting improvements to your body. You become immune to poison and disease.
Additionally, increase your Strength, Dexterity, or Constitution score by 2, to a maximum of 20.
Experimental Mutagen
By 15th level, your constant experimentation has born fruit. At the end of a long rest, you can use your alchemist's supplies to produce a mutagenic elixir. A creature can drink the elixir as an action to induce a 10 minute transformation, gaining these benefits for the duration:
- The creature's Strength score becomes 25 unless it is already higher.
- The creature can attack twice, instead of once, when it takes the Attack action on a turn. Ignore this benefit if the creature already has a feature, like Extra Attack, that gives it extra attacks.
- The creature has proficiency in Strength, Dexterity, and Constitution saving throws.
- All damage the creature receives is reduced by 3 to a minimum of 1.
An elixir created this way maintains potency for 24 hours or until you use this feature to create a new one.
Physicker Techniques
Chirurgeon
Healer's Sense
Prerequisite: Chirurgeon
If you spend 1 minute closely examining a willing or incapacitated creature, you learn how many hit points it is missing and if it is afflicted by a poison or disease.
Additionally, if the creature is afflicted by a poison or disease, any subsequent checks made to identify the condition are made at advantage.
Breath of Vigor
Prerequisite: Chirurgeon
When cast a spell that restores hit points, you can impart a burst of energy to one affected creature. Until the end of its next turn, that creature's movement speed is increased by 10 ft. and it can take the disengage action as a bonus action.
Supporting Hand
Prerequisite: Chirurgeon
As an action, you can touch a willing creature that is subject to an effect which causes it to make a saving throw on its turn (such as the blindness spell). That creature can immediately repeat the saving throw for one such effect at advantage (no action required), ignore any consequences that would normally occur from failure.
Chirurgeon's Aid
Prerequisite: Chirurgeon, level 5
You know the aid spell. The number of creatures you can affect with this spell is increased to 6, and each affected creature heals for the number of hit points granted by the spell whenever they finish a short rest.
Protection from Poison and Disease
Prerequisite: Chirurgeon, level 5
You know the protection from poison spell. When you cast this spell, you may neutralize one poison or disease affecting the target, and the target has advantage on saving throws against disease in addition to poison.
Life Transfusion
Prerequisite: Chirurgeon, level 9
You know the life transference spell. When you cast this spell, the creature you choose regains hit points equal to triple (rather than double) the necrotic damage you take.
Alchemical Revivification
Prerequisite: Chirurgeon, level 9
You know the revivify spell. The material components for this spell are 100 gp of common alchemy supplies rather than 300 gp of diamonds.
Regenerative Ward
Prerequisite: Chirurgeon, level 13
You know the death ward spell. Whenever your death ward spell ends, the warded creature regains 4d8 hit points.
Healer's Sanctum
Prerequisite: Chirurgeon, level 13
You know the private sanctum spell. When you cast it, you may choose any or all of these additional properties for the affected area:
- Creatures within have advantage on constitution saving throws.
- When spending hit dice inside the area, roll each die twice and take the higher result.
- Completing a long rest inside the area removes an additional level of exhaustion.
- The area within is warm, dry, and filled with breathable air, regardless of the surrounding conditions.
- Any food or drink brought into the area is purified as if by the purify food and drink spell.
Experimentalist
Modified Fight or Flight Response
Prerequisite: Experimentalist
Whenever you roll for initiative, you gain 8 temporary hit points. Your movement speed also increases by 10 ft. until the end of your first turn.
Ocular Shaping
Prerequisite: Experimentalist
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks, and you have advantage on Wisdom (Perception) checks that rely on sight.
Muscular Tuning
Prerequisite: Experimentalist
You gain proficiency in the Athletics and Acrobatics skills, and your carrying capacity becomes 20 times your strength score (instead of 15).
Heighten Senses
Prerequisite: Experimentalist, level 5
You know the darkvision spell. When you cast this spell, the affected creature gains additional senses depending on the spell slot expended:
- Tremorsense out to a range of 60 ft. for a slot of 3rd level or higher.
- Blindsight out to a range of 60 ft. for a slot of 4th level or higher.
- Truesight out to a range of 60 ft. for a slot of 5th level or higher.
Savage Alteration
Prerequisite: Experimentalist, level 5
You know the alter self spell. When you cast it and choose the "natural weapons" option, you gain the following benefits while under the effect:
- You can make an unarmed strike with your natural weapons as a bonus action.
- If you cast the spell using a spell slot of 3rd or 4th level, you gain an additional +1 bonus to attack and damage rolls with your natural weapons. The bonus further increases by +1 (for a total of +3) for a slot of 5th level or higher.
Omni Enhancement
Prerequisite: Experimentalist, level 5
You know the enhance ability spell. When you target yourself with this spell, you may choose two enhancements instead of one.
If you cast this spell using a slot of 3rd level or higher and target only yourself, you may choose two additional enhancements for each slot level above 2nd.
Adrenal Control
Prerequisite: Experimentalist, level 9
You know the haste spell. Targets of this spell don't suffer the normal ill effects when it ends. Additionally, you can cast this spell as a bonus action when you target yourself and expend a spell slot of 4th level or higher.
Neoform
Prerequisite: Experimentalist, level 13
You know the polymorph spell. When you target yourself with this spell, you can choose to keep your Intelligence, Wisdom, and Charisma scores rather than adopt the scores of your new form.
Alchemical Skin
Prerequisite: Experimentalist, level 13
You know the stoneskin spell. The material components for this spell are 10 gp of common alchemy supplies rather than 100 gp of diamond dust.
Vivisectionist
Slice and Dice
Prerequisite: Vivisectionist
When you take the attack action and attack with a dagger, you can make an attack with the same dagger as a bonus action.
Acupuncture Specialist
Prerequisite: Vivisectionist
You know the ensnaring strike, hail of thorns, and ice knife spells. You may replace any piercing damage done by these spells with your surgical precision damage.
Steady Hands
Prerequisite: Vivisectionist
You are proficient with Thieves' Tools and the Sleight of Hand skill.
Go for the Eyes
Prerequisite: Vivisectionist, level 5
You know the Blindness/Deafness spell. When you cast it, you can make one melee weapon attack against one of the targets as part of the same action. If the attack hits, the target suffers the attacks normal effects and has disadvantage on their first saving throw against the spell.
Dancing Knives
Prerequisite: Vivisectionist, level 5
You know the Cloud of Daggers spell. When you cast it, you can increase the area to a 10 ft. cube and the damage done by 2d4.
Surgeon's Barrage
Prerequisite: Vivisectionist, level 9
You know the conjure barrage spell. When you deal piercing or slashing damage with the spell, you can roll your surgical precision damage and add the result to the damage done. This counts as using your surgical precision feature for the turn.
Leaching Touch
Prerequisite: Vivisectionist, level 9
You know the vampiric touch spell. It deals an extra 1d6 necrotic damage.
Surgical Extraction
Prerequisite: Vivisectionist, level 11
When you hit a creature with a melee dagger attack, you can force that creature to make a Constitution saving throw against your spell save DC. If they fail, the attack becomes a critical hit. If this damage kills the creature, you instantly remove its heart or some other similarly vital organ.
Once you use this ability, you can't use it again until you finish a short or long rest.
Master Surgeon
Prerequisite: Vivisectionist, level 13
Your surgical precision damage increases by 2d6.
Physicker Spells
* Denotes a new spell. See below for spell descriptions.
Exsanguinate
4th-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a razor)
- Duration: Concentration, up to 1 minute
The next time you deal piercing or slashing damage with a melee weapon attack during this spell’s duration, your weapon inflicts a savage wound to the target.
Until the spell ends, the target can't regain hit points and must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d10 necrotic damage.
Revival
3rd-level transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a healer's kit, which the spell consumes)
- Duration: 8 hours
You greatly enhance a creature's natural healing ability. When the creature finishes a short rest, it regains all of its missing hit points and reduces its exhaustion level by one. Then the spell ends.
A creature can't benefit from this spell again until it finishes a long rest.
Suppress Pain
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a thimble of rum)
- Duration: 10 minutes
You dampen a willing creature's sensation of pain. The creature has advantage on saving throws to resist the affects of intense pain or discomfort.
It also receives the following benefit when concentrating on a spell: For the duration, the DC of Constitution saving throws to maintain concentration equals 8 or one third the damage received, whichever number is higher
At Higher Levels. When you cast this spell using a spell slot of second level or higher, the duration increases depending on the slot level: 1 hour for a slot of second level and 8 hours for a slot of third level or higher.
Wound Closure
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You infuse a willing creature with healing energy, causing its wounds to rapidly close. The affected creature immediately regains a number of hit points equal to 1d4 + your spellcasting ability modifier.
Until the spell ends, you can use your reaction whenever the creature takes damage to repeat this healing. Healing done in this way cannot exceed the damage that triggered it.
At Higher Levels. When you cast this spell using a spell slot of third level or higher, the healing increases by 1d4 for each slot level above the second.
1st Level
- Bane
- Bless
- Cure Wounds
- Detect Poison and Disease
- Healing Word
- Inflict Wounds
- Protection from Evil and Good
- Purify Food and Drink
- Ray of Sickness
- Sanctuary
- Sleep
- Suppress Pain*
2nd Level
- Aid
- Blindness/Deafness
- Calm Emotions
- Darkvision
- Gentle Repose
- Healing Spirit
- Lesser Restoration
- Protection from Poison
- Ray of Enfeeblement
- Warding Bond
- Wound Closure*
3rd Level
- Aura of Vitality
- Beacon of Hope
- Catnap
- Create Food and Water
- Dispel Magic
- Fear
- Feign Death
- Mass Healing Word
- Remove Curse
- Revival*
- Revivify
4th Level
- Aura of Life
- Aura of Purity
- Compulsion
- Confusion
- Death Ward
- Exsanguinate*
- Freedom of Movement
5th Level
- Antilife Shell
- Circle of Power
- Contagion
- Dispel Evil and Good
- Enervation
- Greater Restoration
- Mass Cure Wounds
- Raise Dead