Battle Medic (5e Class)
From D&D Wiki
- 1 Battle Medic
- 2 Creating a Battle Medic
- 3 Class Features
- 3.1 Table: The Battle Medic
- 3.2 Cantrips
- 3.3 Favored Patient
- 3.4 Spell Casting
- 3.5 Medical Training
- 3.6 Quick Step
- 3.7 Asclepiadae Order
- 3.8 Patch Job
- 3.9 Ability Score Improvement
- 3.10 Extra Attack
- 3.11 Battle Cry
- 3.12 Learned Traveler
- 3.13 Restoration Enchantment
- 3.14 Shared Healing
- 3.15 Battle Ready
- 4 Bruiser
- 5 Savior
- 6 Multiclassing
Battle medics represent people who focus their energies on learning to heal and fight on the front lines. Where clerics receive their healing abilities from their deities, battle medics draw on arcane energy to mend injuries. Battle medics have learned to channel the of arcane energy into healing magic, while also taking up the sword and shield. While they know less spells than their cleric compatriots, they can stand at the front of any group alongside the warriors. Battle medics gravitate towards adventuring life easily, as their focus is usually to both fight creatures and help their allies.
Creating a Battle Medic
When deciding to be a battle medic, what made you answer the call? Was is seeing a battle and so many would have lived if only someone were there to help? Were you saved and thought the best way to repay the debt was a servitude for others? Remember that others will most likely confuse you with a cleric because of your ability to heal others. How do you chose to handle that if you do at all? A battle medic also focuses on a practice between defense or offense. Do you want to be down in the fray fighting while you administer healing or is your call to avoid combat and protect others from further harm until they're ready for the next attack?
To make a battle medic quickly select Strength as your highest ability then Wisdom to help with your healing. Constitution is the other ability to prioritize since you'll be in the middle of the fight. Select athletics and perception as skills and choose the hermit background.
As a Battle Medic you gain the following class features.
- Hit Points
Armor: Shields and medium and heavy armor
Weapons: Simple ranged and melee weapons and martial melee weapons
Tools: Healer's kit or Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Medicine, and choose two others from the following; Animal Handling, Athletics, History, Investigation, Nature, Perception, Persuasion, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) Warhammer
- (a) Ring mail or (b) Chain shirt
- (a) Light crossbow w/ 20 bolts or (b) Any simple melee weapon or (c) A shield
- (a) Herbalism kit or (b) Healer's kit or (c) Explorers pack
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Cantrips, Favored Patient||3||—||—||—||—||—|
|2nd||+2||Spellcasting, Medical Training, Quick Step||3||2||—||—||—||—|
|3rd||+2||Asclepiadae Order, Patch Job||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—|
|6th||+3||Asclepiadae Order Feature||4||4||2||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||—||—|
|14th||+5||Asclepiadae Order Feature||5||4||3||3||1||—|
|16th||+5||Ability Score Improvement||5||4||3||3||2||—|
|18th||+6||Asclepiadae Order Feature||5||4||3||3||3||1|
|19th||+6||Ability Score Improvement||5||4||3||3||3||2|
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional battle medic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Battle Medic table.
Choose a type of favored patient: aberrations, beasts, celestials, dragons, fey, fiends, giants, monstrosities, oozes or plants. Alternatively, you can select two races of humanoid (such as dwarves and elves) as favored patients.
You have advantage on Wisdom (Medicine) checks made to treat your favored patients, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored patients, if they speak one at all.
By 2nd level, you have learned to draw on arcane magic and turn it into divine magic to cast spells.
- Preparing and Casting Spells
The battle medic table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest
You prepare battle medic spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of battle medic spells equal to your Wisdom modifier + your battle medic level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of battle medic spells requires time spent in meditation of your previous training. At least one minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your battle medic spells. The power of your spells come from your intensive training and turning your natural arcane affinity into divine magic. You use your Wisdom modifier whenever a battle medic spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the DC for a basic medic spell you cast and when making a attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
- You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.
- Spellcasting Focus
You can use your melee martial weapon as a spellcasting focus for your battle medic spells.
At 2nd level, your extensive medical training has made you a more effective healer. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional 2 hit points per spell slot level used for the spell.
At 2nd level, you have learned to always be quick in getting to the frontlines to help others in need. Your base movement speed increases by 5 feet.
At 3rd level, you may choose one of the two Asclepidae Orders: Bruiser or Savior. You gain additional features at levels 6, 14, and 18.
At 3rd level, you have obtained more knowledge on how to successful patch small injuries including how to infuse small amounts of healing magic into them to make them heal quicker. By spending one minute patching up a creature, you may make a DC 15 Medicine check. On success, you heal that creature for an amount of hit points equal to your battle medic level. You may use this feature a number of times equal to your Wisdom modifier(minimum 1) and regain all of its uses after you finish a long rest.
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.
Beginning at 5th level, when you take the attack option, you may attack twice.
By 7th level, you can inspire those around you to take up arms. As an action, you can call out to all allied creatures within 120ft, making them deal addition damage on all attacks and spells equal to your Wisdom modifier(minimum one) until the start of your next turn. You regain use of this feature after you finish a short or long rest.
By 10th level, you have experienced many challenges in your travels and you have learned much from them. You may choose one skill to gain proficiency in, if you already have proficiency in it, you can double your proficiency bonus.
At 11th level, you have learned to infuse mundane vials of water with restorative energy for emergency uses, turning them into vials of healing. These vials essentially serve as healing potions but have more pronounced effects as they represent raw restorative energy.
- A battle medic can create a vial of healing once and must finish a long rest before creating another one. The maximum amount of vials that you may have enchanted at one time is equal to your Wisdom modifier(minimum 1).
- Vials of Healing can be drunken or administered as an action. They remove one level of exuastion and heal a creature for 2d6 + your Wisdom modifier(minimum 1) hit points.
At 15th level, the healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a creature other than you, you regain hit points equal to your Wisdom modifier(minimum 1).
At 20th level, you have gained untold experience from combat and have become hardened to its effects. You gain advantage on Constitution saving throws from magic and gain 30 maximum hit points.
A bruiser battle medic fights on the front lines with many such fighters, they often can be seen both helping their allies and pulverizing their enemies.
By 3rd level, you are accustomed to long fights, as a bonus action, you can gain temporary hit point equal to double your battle medic level that last for a minute. You regain use of this feature after you finish a short or long rest.
Beginning at 6th level, you have honed your body to the point of perfection. You gain resistance to bludgeoning damage from non-magical attacks.
By 14th level, your control of magical energy and battle instincts allow you to imbue your strikes and spells with your magical energy. Once on each of your turns when you hit a creature with a weapon attack or a spell, you can cause the attack to deal additional damage of the same type equal to your Wisdom modifier(minimum 1).
Pure Mind & Body
By 18th level, you have attained a level of perfection with your mind and body that few can hope to reach. You can use your action to end one effect on yourself that is causing you to be charmed, poisoned, or frightened.
A savior battle medic values the health and well being of their comrades above all else, and devote themselves to helping others.
By 3rd level, you can channel your energy and heal badly wounded allies. As an action, you channel your energy from your body to heal several creatures of your choice. Faint prismatic ribbons emanate from you mending the wounds of others of your choice. You can heal any number of creatures within 60 feet of you for your battle medic level + your Wisdom modifier(minimum 1) hit points. This has no effect on undead or constructs and counts as a spell for Shared Healing. You regain use of this feature after you finish a long rest.
You willingly place yourself in harms way to come to the aid of an ally. By 6th level, If an ally drops to 0 hit points or is rendered unconscious within 60ft. of you, you (as a reaction) make move up to twice your base walking speed to reach their location during which opportunity attacks have disadvantage against you. You may then heal them for 1 HP. You may use this feature a number of times equal to your Wisdom modifier(minimum 1) and you regain all uses of this feature after you finish a long rest.
By 14th level, you have learned how to release a soothing aura around you. As an action, you may release a burst of magical healing energy that affects all creatures of your choice within 30 ft of you. Those creatures affected by a curse or disease, or that are blinded, deafened, paralyzed, or poisoned have the condition removed and gain 15 temporary hit points. You regain use of this feature after you finish a long rest.
Pinnacle of Healing
Your training has pushed your mental and physical limits to new level and your control of healing magic reaches a new level. By 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.
Proficiencies. When you multiclass into the battle medic class, you gain the following proficiencies: Medicine and heavy armor.