Battle Healer (5e Subclass)

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Battle Healer[edit]

Fighter Subclass

Battle Medics represent people with arcane talent and focus their energies on learning healing and medicine. Where Clerics receive their healing abilities from their deities, Battle Medics draw on arcane energy to mend injuries. To fund their studies they would offer their services as mercenaries. Battle Medics have their spells drilled into them as much as the use of a sword and board. While they know less spells than their wizard compatriots they can stand at the front of any group alongside the warriors.

Battle Medic Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 3 2 2
4th 3 3 3
5th 3 3 3
6th 3 3 3
7th 3 4 4 2
8th 3 5 4 2
9th 3 5 4 2
10th 4 5 4 3
11th 4 6 4 3
12th 4 6 4 3
13th 4 7 4 3 2
14th 4 7 4 3 2
15th 4 7 4 3 2
16th 4 8 4 3 3
17th 4 8 4 3 3
18th 4 8 4 3 3
19th 4 9 4 3 3 1
20th 4 9 4 3 3 1
Spellcasting[edit]

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

  • Cantrips. You learn three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
  • Spell Slots. The Battle Medic Spellcasting table shows how many spell slots you have to cast your 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.
  • Spells Known of 1st-Level and Higher. You know two 1st-level cleric spells of your choice.
The Spells Known column of the Battle Medic Spellcasting table shows when you learn more cleric spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
  • Spellcasting Ability. Intelligence is your spellcasting ability for your cleric spells, since you learn your cleric spells through dedicated study and memorization. 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 cleric 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

Spellcasting Focus You use an arcane focus or your shield as a spellcasting focus for your spells.

Medical Training[edit]

Your extensive medical training has made you a more effective healer. Whenever you cast a spell of 3rd level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spell's level. You also gain proficiency in the Medicine Skill and can add your Intelligence modifier to it when rolling a skill check to heal or stabilize a creature.

Mending Sinews[edit]

Starting at 3rd level you can channel your arcane energy and heal badly wounded allies. As an action you channel your arcane energy from your body. Faint prismatic ribbons emanate from you mending the wounds of those you choose. You can restore a number of hit points equal to five times the spell slot level being expended. Choose any number of creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This has no effect on undead or constructs. (This doesn't count as a spell for Hardened Medic)

Hardened Medic[edit]

Through healing others with your arcane energy you have learned to tap into their arcane reservoir and use some arcane energy to mend your injuries. Beginning at 7th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+ the spell's level.

Arcane War Strike[edit]

Your control of arcane energy and battle instincts allow you to imbue your strikes with arcane energy.

At 10th level you gain the ability to infuse your weapon with arcane energy. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. When you hit a creature with a weapon attack, you can cause the attack to deal an extra radiant damage equal to your spell casting modifier. At 18th level you can use this bonus action when you use your action to use your Mending Sinews feature, to cast a cantrip, or to cast a levelled spell, and the extra damage increases to 1d8 + your spell casting modifier.

Frontline Medic[edit]

Starting at 15th level, you an push yourself and channel immense energy in order to push your allies to victory.

You willingly place yourself in harms way to come to the aid of an ally. If an ally drops to 0 hit points or is rendered unconscious within 60 ft of you, as a reaction, you can move up to twice your speed to reach their location during which opportunity attacks target you at disadvantage. You restore them to full hit points by channeling immense amounts of energy into them. This energy wraps around them granting them the benefits of the warding bond spell with you as their ward. Using the ability gives you two levels of exhaustion, due to the intense amount of energy. After you use this feature you can't use it again until you finish a long rest.

Additionally as an action, you can create a burst of massive arcane energy covering a 30 ft cube, originating from you. Any friendly creatures in this area gains 20 temporary hit points and any of the Blinded, Charmed, Deafened, Diseased, Frightened, Poisoned, or Stunned conditions affecting those creatures is ended immediately. After you use this feature you cannot use it again until you finish a short or long rest.

Triage[edit]

Your training has pushed your mental and physical limits to new level and your control of arcane healing reaches a new pinnacle. At 18th level when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.

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