MEDIC! (5e Class)
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Medic![edit]
"Let's go practice medicine." — The Medic A medic is a person willing to throw themselves into the heat of battle to patch you up and send you back out to fight the next great threat. They Primarily make use of their powerful Medi gun to rapidly heal their targets and provide different buffs.
Creating a Medic![edit]
Liya Bohnat, https://www.artstation.com/artwork/0xxlG |
- Quick Build
You can make a Medic! quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Mercenary Veteran background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st
- Proficiencies
Armor: Light and medium armor
Weapons: Simple weapons
Tools: Herbalism Kit, Healer's kit, A game of your choice
Saving Throws: Intelligence, Constitution
Skills: Choose three from History, Medicine, Perception, Insight, Stealth, Athletics, or Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple melee or (b) any simple ranged weapon
- (a) Chain Shirt or (b) Leather armor
- (a) Healer's kit or (b) Herbalism Kit
- (a) Explorer's Pack or (b) Diplomat's Pack
- If you are using starting wealth, you have 4d4x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Medicine |
2nd | +2 | Defensive speed |
3rd | +2 | Combat Medic Medi Gun Regeeration |
4th | +2 | Ability Score Improvement, Over Heal |
5th | +3 | Extra Action ,Defensive speed improvement, Medicine improvement |
6th | +3 | Energy shield, Medi-Gun Ability |
7th | +3 | Defensive speed improvement |
8th | +3 | Ability Score Improvement, Expert patchwork |
9th | +4 | Over Heal Improvement Death Trap |
10th | +4 | Energy Shield Improvement |
11th | +4 | Medicine improvement |
12th | +4 | Ability Score Improvement |
13th | +5 | Energy Shield Improvement |
14th | +5 | Medi-Gun Ability |
15th | +5 | Over Heal Improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Medicine improvement |
18th | +6 | Medi-Gun Ability |
19th | +6 | Ability Score Improvement |
20th | +6 | Over Heal Improvement Miracle Worker |
Medicine[edit]
After study and work you have figured out how to heal with the most basic of supplies. Starting at 1st level you can use a Healers kit or Herbalism Kit as an action to heal one target for 1d6 + wisdom damage this increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). As a bonus action, you can make a Medicine check DC 15 to end one status effect afflicting the target. If the effect is magical the DC is 10 + spell level
Defensive speed[edit]
At 2nd level, you have mastered the fine art of running into and out of trouble. Your movement speed increases by 5 feet, and grows as you gain levels in this class, 5th level (10ft), 9th level (15ft), 13th level (20ft), 16th level (25ft).
- Quick Reactions
You can take a bonus action on each of your turns in combat to take the Dash or Disengage action.
At 5th level, you are able to use your reaction to halve the attack’s damage against you.
At 7th level, you can nimbly dodge out of the way of attacks. When you are targeted by an attack you can use a reaction to make an Acrobatics check DC 10 + attack roll to take half damage. If the attack is an area of effect spell you have advantage on the save and take no damage on successes.
Combat Medic[edit]
at 3rd level, whenever an allied creature takes damage, you can use your reaction to move up to half of your movement speed towards that creature and mend its wounds. When you do so, you can mend heal them with the use of your Medi-gun, Vaccinator, Quick-fix, or Kritzkreig but only if the target is within range of your medi-gun of choice.
Medi-Gun[edit]
At 3rd level, you may choose one of the four Medi guns available: Medi-Gun, Kritzkrieg, Vaccinator, or Quick-Fix. You gain additional features at levels 6, 14, and 18. Each Level up you can Swap out your Medi-Gun for 500gp and a long rest. During this process, you will gain 1 point of exhaustion as you spend all of your time resting tirelessly changing your device.
Regeneration[edit]
at 3rd level, a medic is able to passively heal by 3 hit points every round of combat. This increases by 3 when you reach 5th level (6), 11th level (8), and 17th level (12) When not in combat a medic is able to heal by 6 every hour. This increases by 6 when you reach 5th level (12), 11th level (18), and 17th level (24)
Ability Score Improvement[edit]
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.
Over Heal[edit]
Starting at 4th level you are able to boot your target's health past their maximums. You can now increase the target's hit point maximum equal to 1/4th their maximum hit points when using either: Medi-Gun, Kritzkrieg, Vaccinator or Quick-Fix to heal them.
This increases at 9th level to 1/2, 15th to 3/4th, and 20th double.
Extra Action[edit]
Beginning at 5th level, you gain access to two actions a turn.
Energy shield[edit]
Starting at 6th level you are able to expend 50 Über points to summon a 15ft wall of energy projected from your Medi-Gun that grants +5 ac to people behind it and deals 6d8 lighting damage to anything that it comes into contact.
The energy shield lasts 1d6 rounds and you can not heal whilst it is in use.
Expert patchwork[edit]
At 8th level, your surgeon's powers have increased. You can harvest the organs and skin of creatures your part destroys But the organ or skin piece must be smaller than 5 + your Constitution modifier + the difference between your level and 7 inches Tall. You can use some of these organs To patch up yourself or your Allies. You may use this to replace lost organs or wounds. These may grant benefits of the DM’s choosing
Death Trap[edit]
At 9th level, you are able to manufacture special devices that are able to capture the dead for you to revive. Each of these Death Traps is able to capture 1 soul within 10ft of the trap and store it for up to 1 minute before it is dammed to the 9 hells. If you target the Death Trap using either: Medi-Gun, Kritzkrieg, Vaccinator, or Quick-Fix for two rounds the trapped soul is released and returned to its body fully healed and with all conditions ended.
Unwilling souls must make a DC 15 Constitution save to avoid being trapped.
you have 2 + Proficiency bonus Traps and can make up to your Proficiency bonus in trap every long rest. Once a trap is used it explodes dealing 1d4 fire and 1d4 slashing damage.
At 14th level, the Death Trap is able to hold two souls. At 18th level, that time increases to 5 minutes At 20th level, the Death Trap is able to hold up to 3 souls indefinitely.
Energy shield Improvement[edit]
Starting at 10th level your energy shield is able to deal 2d4 + wisdom damage to all creatures behind it. It now provides full cover from the front and half cover from the sides.
Energy shield Improvement[edit]
Starting at 13th level your energy shield now deals 10d8 + 40 lightning damage. any creature that is reduced to zero hit points by this effect is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
Miracle Worker[edit]
You are at such a level of skill with your healing that you can do it with your eyes closed LITERALLY!
At 20th level, you can use your reaction to heal with your Medi-Gun, Kritzkrieg, Vaccinator, or Quick-Fix.
- Deal with the Devils
by selling your own soul to several devils you have been able to place yourself into a sort of immortal loop whilst the devils fight over who owns your soul. Each time you die roll 1d100 and on a 100 your soul is claimed by a devil and you die. On any other number, you return with full HP.
Medi-Gun[edit]
The old classic.
- Medi gun
The Medi-Gun is a versatile healing tool created by any insane medic for their needs. Starting at 3rd level you spend a long rest creating the Medi-Gun.
Weapon - Medi-Gun Targets one creature Range - 30ft Damage - 4d4 + Wisdom Healing
Special - When healing you accumulate Über points equal to how much healing is done. Once you reach 100 Über points you can not gain any more and can spend them to activate ÜberCharge.
The Medi-Gun can not be moved or taken by force by anyone or any spells.
- ÜberCharge
By spending 100 Über points as a bonus action you can activate ÜberCharge. This will provide one target of your choice and yourself the following effects:
- Immunity to piercing, slashing, bludgeoning, acid, cold, fire, force, lightning, and poison damage
- vulnerability to Thunder, Psychic, Necrotic, and Radiant damage
- Increase in distance to any abelites or effects that move the target against their will.
ÜberCharge only lasts for 1d4 + medic level rounds and ends if you swap targets.
- Improved Healing
At 6th level, by tinkering with the Medi-Gun you are able to improve its healing. The Medi-gun will now do 4d6 Healing.
- Improved ÜberCharge
at 18th level, your ÜberCharge is improved. It now provides these additional effects:
- Immunity to Thunder, Necrotic and Radiant damage.
- Immunity to prone and forced movement
Kritzkrieg[edit]
for that extra little kick
- Kritzkrieg
The Kritzkrieg is a powerful healing cannon that lets you blast your allies into fighting better. Starting at 3rd level you spend a long rest creating the Kritzkrieg.
Weapon - Kritzkrieg Targets one creature Range - 30ft Damage - 4d4 + Wisdom Healing
Special - When healing you accumulate Über points equal to how much healing is done. Once you reach 100 Über points you can not gain any more and can spend them to activate ÜberCharge. As a bonus action, you can heal yourself by spending accumulated Über points to roll 1d4 healing equal to how many points you spend
The Kritzkrieg can not be moved or taken by force by anyone or any spells.
- ÜberCharge
By spending 100 Über points as a bonus action you can activate ÜberCharge. This will provide one target of your choice and yourself with the following effects:
- Immunity to piercing, slashing, bludgeoning, and poison damage
- vulnerability to Thunder, Psychic, Force, Cold, acid, fire, lightning, Necrotic, and Radiant damage
- Your target now critical hits every swing and rolls triple the dice rather than just double.
ÜberCharge only lasts for 1d4 round and ends if you swap targets.
- Improved Healing
At 6th level, by tinkering with the Kritzkrieg you are able to improve its healing. The Medi-gun will now do 4d6 Healing.
- Improved ÜberCharge
at 18th level, your ÜberCharge is improved. It now provides these additional effects:
- Immunity to piercing, slashing, bludgeoning, Cold, fire, and poison damage
- vulnerability to Thunder, Psychic, Force, acid, lightning, Necrotic, and Radiant damage
- your target now critical hits every swing and rolls quadruples the dice rather than just double.
- Immunity to prone and forced movement
ÜberCharge lasts 1d12 rounds and ends if you swap targets.
Vaccinator[edit]
For when the barbarian is down.
- Vaccinator
The Vaccinator is a healing beam that lets you smother your target with healing. Starting at 3rd level you spend a long rest creating the Vaccinator.
Weapon - Vaccinator Targets one creature Range - 30ft Damage - 4d4 + Wisdom Healing
Special - When healing you accumulate Über points equal to how much healing is done. Once you reach 400 Über points you can not gain any more and can spend them to activate ÜberCharge.
The Vaccinator can not be moved or taken by force by anyone or any spells.
- ÜberCharge
By spending 100 Über points as a bonus action you can activate ÜberCharge. This will provide one target of your choice and yourself with the following effects:
- Resistance to piercing, slashing, bludgeoning, acid, cold, fire, force, lightning, and poison damage.
- Reduce all damage taken by half
- Grant advantage on all Dexterity, Constitution, and strength saving throws against damage and grapples.
- vulnerability to Thunder, Psychic, Necrotic, and Radiant damage
ÜberCharge only lasts for 1d4 round and ends if you swap targets.
- Improved Healing
At 6th level, by tinkering with the Vaccinator you are able to improve it healing. The Medi-gun will now do 4d6 Healing.
- Improved ÜberCharge
at 18th level, your ÜberCharge is improved. By spending more Über Points your ÜberCharge can now last 1d4 extra per 100 points spent. Additionally, any critical hit against you becomes a normal hit
Quick-Fix[edit]
for when you just need more help
- Quick-Fix
The Quick-Fix is a multi-beam medi-gun that heals quickly and asks later. Starting at 3rd level you spend a long rest creating the Quick-Fix.
Weapon - Quick-Fix Targets up to three creatures Range - 20ft Damage - 6d4 + Wisdom Healing
Special - When healing you accumulate Über points equal to how much healing is done. Once you reach 100 Über points you can not gain any more and can spend them to activate ÜberCharge.
The Quick-Fix can not be moved or taken by force by anyone or any spells.
- ÜberCharge
By spending 100 Über points as a bonus action you can activate ÜberCharge. This will provide one target of your choice and yourself with the following effects:
- Reduce all damage taken by half
- Grant advantage on all Dexterity, Constitution, and strength saving throws against damage and grapples.
- targets and yourself now share the same movement speed as the fastest-targeted person.
- If targeting one creature gains all additional movements of that creature.
ÜberCharge only lasts for 1d4 round and ends if you swap targets.
- Improved Healing
At 6th level, by tinkering with the Quick-Fix you are able to improve its healing. The Medi-gun will now do 6d6 Healing.
- Explosive ÜberCharge
at 18th level, your ÜberCharge is capable of exploding outwards in a 50ft sphere healing all inside of it for 10d4 + wisdom. This effect can be used 5 times per long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Medic class, you must meet these prerequisites: 13 Wisdom and 13 Constitution.
Proficiencies. When you multiclass into the Medic class, you gain the following proficiencies: Medicine, Healer's kit
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