Field Medic (4e Future Origin)

From D&D Wiki

Jump to: navigation, search

Field Medic[edit]

4906262879_7c4655da36.jpg
"Medic Bertie on the prowl... by Infinite Hollywood, on Flickr

Also known as combat medical technicians, corpsmen or first-aiders, they are trained in providing wound care, basic surgery and drug administration under emergency situations. They have a knowledge of anatomy and physiology. Bedside manner may or may not be included, however the mere presence of a medic on the battlefield is enough to boost morale.

Appearance: The symbol of the medic profession, a Red Cross or the Star of Life, is typically emblazoned on their uniform - perhaps in the hope that the enemy will show compassion and direct their fire elsewhere.

Field Medic Traits
Ability: Wisdom
Power Source: Fusion; +2 to Fusion overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Science checks.
Concentration Under Fire (Level 1): Gain a +2 bonus to Will
Trauma Expert (Level 1): Allies adjacent to you gain a +5 bonus to death saving throws.
Field Medic Critical (Level 2 or 6): When you score a critical hit, one ally within 5 squares of you may make a saving throw.


Hurt and Help Medic Novice
You lay down suppressive fire with one hand, and help up your comrade with the other.
At-Will Star.gif Fusion, Weapon
Standard Action Melee or Ranged weapon
Target: one creature
Attack: Wisdom + your level + weapon accuracy vs. AC
Hit: 1[W] + Wisdom modifier damage.
Effect: One ally adjacent to you gains temporary hit points equal to your level.



Triage Medic Utility
You rapidly assess the needs of your allies, and apply treatment as needed.
Encounter Star.gif Fusion, Healing
Standard Action Close burst 2
Target: 1, 2 or 3 allies in burst.
Effect: Each target receives one of the following effects. Each effect can only be given to one target.
  • Gain hit points equal to the target's bloodied value.
  • Make a saving throw.
  • Gain temporary hit points equal to your Wisdom modifier + your level.



Medical Intervention Medic Expert
You have weaponized your medical equipment, and slamming it into your foe injects them with all manner of pharmeceuticals. You are simultaneously pumped full of your own custom chemical cocktail.
Encounter Star.gif Fusion, Toxic
Standard Action Melee 1
Target: one creature
Attack: Wisdom + your level vs. Fortitude
Hit: 1d8 + Wisdom modifier + twice your level toxic damage, and the target takes ongoing 5 toxic damage (save ends).
Effect: You gain two of the following effects:
  • Temporary hit points equal to your Wisdom modifier + your level.
  • +2 bonus to Reflex and attack rolls until the end of your next turn.
  • +1 bonus to AC and Speed until the end of your next turn.
  • Make a saving throw.


Back to Main Page4e HomebrewSourcebooksFutureOrigins

Home of user-generated,
homebrew pages!


Advertisements: