Homebrew
Dedicated Healer
Medics will often be found wandering through a circuit of villages that are too poor to support a cleric powerful
enough to heal major injuries and diseases, not only do they heal the injuries and illnesses that they find in their
journeys they will also try educate villages in hygiene and basic first aid and report unusual diseases and
afflictions to major medical institutions. A medical institution can be found in most cities although few are
independent with most being part of a temple or university. Every medical institute trains new medics and researches
new techniques but some will also work with the government to try improve the health of all residents (like how it
is in the real world) and some work to thwart villains designing diseases to cause lethal epidemics.
Creating a Medic
Why did your character decide to become a Medic? Did you get taught by another medic or did you get taught by an
institution? What is their story? What motivates you now? Is it money? A desire to help people? Or is it the only
life you have lived?
Quick Build
You can make a Medic quickly by following these suggestions. First, Intelligence should be your highest ability
score, followed by Constitution. Second, choose the Guild Artisan background. Third, choose the shield over a simple
weapon.
hit dice:
1d6 per Medic level
hit points at 1st level:
6 + Constitution modifier
hit points at higher levels:
1d6 (or 4) + Constitution modifier per Medic level after 1st
armor proficiencies:
Light
weapon proficiencies:
Simple
tools:
Healer's kit
saving throws:
Dexterity, Wisdom
skills:
Choose two from Persuasion, Medicine, Nature, Perception, Insight, Investigation and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) A dagger or (b) A quarterstaff
(a) A sling with 20 Pieces of Ammunition
(a) leather (armor) or (b) A shield
A Healer's kit
If you are using starting wealth, you have 5d4x10gp in funds.
spellcasting:
Your Spellcasting Ability for this class is Intelligence.
Your Spell Save DC is 8 + Proficiency Bonus + your Intelligence modifier.
Your Spell Attack Bonus is your Intelligence modifier + your Proficiency Bonus.
class features:
Medical Practice
Starting at 1st level, you can treat your allies by tapping into their inner reserves. As an action you can spend one hit die of a creature within 5 feet to cause that creature to regain a number of hit points equal to the number rolled + your Intelligence modifier.
If you have other sources of non-magical healing, you can use this feature to increase the amount of hit points healed, as part of the same action, bonus action or reaction used.
Field Medic
Also at 1st level, as a reaction, whenever an allied creature you can see takes damage, you can move up to your movement speed toward that creature. If you ended your movement within 5 feet of that creature, you can use half of your remaining movement speed to drag it away.
Starting at 4th level, if an allied creature has taken damage since your last turn, you can choose instead to move up to your movement speed toward that creature and use this reaction to touch it, restoring a number of hit points equal to a roll of your Treatment Die.
Medical Procedures
At 2nd level, you develop more specialized medical techniques and practices to tend to the wounds of your allies. Your techniques are fueled by an amount of Treatment Dice you have.
Treatment Dice
Starting at 2nd level, you have an amount of Treatment Dice equal to your proficiency bonus + your Intelligence modifier, which are d6's. You can use Treatment Dice instead of the target creature's hit dice to activate your Medical Practice.
When you use a Treatment Dice, it is spent until you finish a short or a long rest.
The size of the die increases to 1d8 at 7th level, 1d10 at 14th level, and 1d12 at 18th level.
Hit Dice
You can spend the target's hit dice instead of spending treatment dice to use Procedures, if the target is willing. If you do so, you don't benefit from the extra healing from the Medical Practice feature.
Procedures
You start by knowing two medical procedures. You gain two more at 5th, 9th, 13th and 17th levels. The procedures are described at the end of the class description.
Save DC
Some procedures require the target to make a saving throw. The save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Healer's Kit
Each procedure spends a number of uses of your Healer's Kit equal to the amount of dice spent.
You can replenish half of the uses of the Healer’s kit during a short rest, and all of them during a long rest.
Revival Procedure
Starting at 7th level, whenever you make a Wisdom (Medicine) check to stabilize a creature, if you roll a 18, 19 or 20, that creature regains 1 hit point.
Diagnosis
Also at 7th level, as an action, you can study a living creature to gain insight on its physical state. You learn one of the target’s following statistics: Damage Vulnerabilities, Damage Resistances, Damage Immunities, Highest Saving Throw, Lowest Saving Throw, or whether or not the creature is below half or a quarter of its health.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a Short Rest.
Sedate
By 10th level you have managed to create sedatives using standard supplies. As an action you can inject a willing creature with a sedative that will cause them to go unconscious for 1d4 hours.
You can also attempt to inject an unwilling creature for the same effect. An unwilling target must be below one quarter of its maximum hit points for this ability to take effect. They must then succeed a Constitution saving throw or immediately fall unconscious for 1d4 hours.
You can’t use this feature again until you finish a long rest.
Extensive Treatment
At 14th level, as an action, you can spend 2 Treatment Dice to reduce the level of exhaustion on a creature you touch by 1. Alternatively, you can choose to end one effect that is reducing the creature's maximum hit points or one of its ability scores.
Preventive Treatment
Starting at 19th level, you can spend 3 Treatment Dice during a short rest to make a preventive treatment, targeting a number of creatures up to twice your Intelligence modifier..
Each targeted creature gains temporary hit points equal to a roll of your Treatment Die + your Intelligence modifier, is cured from all diseases and poison and gains advantage on its next Constitution saving throw.
These effects last until the end of the target’s next short rest.
Medical Discovery
At 20th level you recognize that the limitations of the mortal body are simply defects waiting to be corrected.
You target a specific stat; Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma and attempt to improve it. This may involve replacing organs, changing appearance, or altering brain chemistry.
To be successful you must succeed on a DC25 Medicine check or the procedure fails. On a success the target gains a permanent +1 bonus to the targeted ability score. You may not attempt this procedure on the same target more than 3 times, regardless of success or failure.
Due to your skills a failure does not inflict any negative effects on the target, but the target receives no benefits.
The procedure takes eight hours from start to finish, and cannot be paused or interrupted. The targeted creature takes five days to recover, and remains incapacitated.
In addition, whenever you roll initiative and have no Treatment Dice, you regain a number of Treatment Dice equal to your Intelligence modifier.
subclass options:
Paramedic
Paramedic Procedures
Starting at 3rd level, you gain the following procedure. It doesn’t count against the maximum number of procedures you know:
Refreshing Rest
During a short rest, when rolling hit dice to regain hit points, you and up to a number of other creatures equal to your Intelligence modifier (minimum of 1) can reroll any hit die once if the result is a 1.
Preventive Care
Starting at 3rd level, you can choose one of the following preventive methods. You can use the chosen method whenever you have an allied creature under its maximum amount of hit points within 60 feet of you.
Prolonged Treatment
As an action, you can cause an allied creature you touch to spend one hit die: until its next long rest, that creature rolls it and adds the result to its next Strength, Dexterity or Constitution check.
Careful Bandaging
Once per turn, you can reroll one hit die spent on your Medical Practice feature, and choose either result.
Diligent Medic
Starting at 6th level, your experience allows you to increase your proficiency with your equipment. You can activate your Medical Practice feature and use a Healer’s kit as a bonus action.
Experienced Healer
Starting at 11th level you are unlikely to fail at common medical tasks. Whenever you make a Medicine check you can treat a d20 roll of 9 or lower as a 10.
Surge of Life
Starting at 15th level, as a reaction, when a creature is reduced to 0 hit points, you can move up to your movement speed towards it and touch it. If you do so, that creature regains 1 hit point. In addition, for 1 minute, it gains the following benefits:
It has advantage on all ability checks, attack rolls and saving throws.
It gains temporary hit points equal to its maximum of hit points, that last for 1 minute or until reduced to 0.
It gains resistance to slashing, piercing and bludgeoning damage.
It can end this state as a bonus action on its own turn. After one minute, the target suffers 1 level of exhaustion for each 2 rounds it ends without ending this state.
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Starting at 18th level,
Surgeon
Surgical Procedures
Starting at 3rd level, you gain the following procedure. It doesn’t count against the maximum number of procedures you know:
Field Surgery
You can spend one Treatment Die to cause one creature you touch to gain an amount of hit points equal to a roll of your Treatment Die + your Intelligence modifier + your Proficiency Bonus. You must spend 2 separate actions operating on a single creature for this feature to take effect.
Bleeding Strike
Starting at 3rd level, whenever you hit a creature with a melee attack using a weapon with the light or finesse property, you can spend one Treatment Die to make a Bleeding Strike. If you do, the creature takes additional necrotic damage equal to a roll of your Treatment Die and must succeed on a Constitution saving throw at the end of its turn or take necrotic damage equal to a roll of your Treatment Die. This effect lasts for 1 minute, or until the target is healed.
Surgical Strike
Starting at 6th level, once per turn, when you make an attack with a melee weapon with the light or finesse property that causes slashing or piercing damage with advantage, you deal additional damage equal to a roll of your Treatment Die.
You can use your bonus action to make a Wisdom (Medicine) check (DC 15) to study a creature you can see. If you succeed, you don't need advantage on that creature to activate your Surgical Strike until the end of your next turn, or until you target another creature.
Steady Hands
Also at 6th level, you gain proficiency in the Sleight of Hand skill. If you already have proficiency in it, double your Proficiency Bonus for it.
Surgical Precision
Starting at 11th level, whenever you make a melee weapon attack against another creature using a weapon with the light or finesse property, you can spend one of your hit dice and roll it to add the result to the attack roll. If you do so, you don't need advantage to activate your Surgical Strike.
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Starting at 15th level,
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Starting at 18th level,
Level | Proficiency Bonus | Medical Procedures Known | Treatment Die | Features |
---|
1st | +2 | - | - | Medical Practice, Combat Medic |
2nd | +2 | 2 | d6 | Medical Procedures |
3rd | +2 | 2 | d6 | Medical School Features |
4th | +2 | 2 | d6 | Ability Score Improvement |
5th | +3 | 4 | d6 | - |
6th | +3 | 4 | d6 | Medical School Features |
7th | +3 | 4 | d8 | Revival Procedure, Diagnosis |
8th | +3 | 4 | d8 | Ability Score Improvement |
9th | +4 | 6 | d8 | - |
10th | +4 | 6 | d8 | Sedate |
11th | +4 | 6 | d8 | Medical School Features |
12th | +4 | 6 | d8 | Ability Score Improvement |
13th | +5 | 8 | d8 | - |
14th | +5 | 8 | d10 | Extensive Treatment |
15th | +5 | 8 | d10 | Medical School Features |
16th | +5 | 8 | d10 | Ability Score Improvement |
17th | +6 | 10 | d10 | - |
18th | +6 | 10 | d12 | Medical School Features |
19th | +6 | 10 | d12 | Preventive Treatment |
20th | +6 | 10 | d12 | Medical Discovery |