Field Medic (5e Class)
From D&D Wiki
- 1 Field Medic
- 1.1 Angel of the Battlefield
- 1.2 Creating a Field Medic
- 1.3 Class Features
- 1.4 Beacon
- 1.5 Expedient
- 1.6 Multiclassing
Thou shalt not die
Angel of the Battlefield
A field medic takes into battle, not so much to fight, but to heal his or her comrades that do get hurt. Using their doctorate knowledge, they are skilled at healing wounds without the use of magic and the arcane. To a field medic, magic is not needed, for they view their practice on healing is the best across the lands of battle. Magic, with its limits, would make one over-reliant on a depletable resource. However, should the need arise, a field medic is capable of defending themselves and others from enemy fire.
Creating a Field Medic
|Baptiste from Overwatch, by Blizzard|
A medic's sole purpose is to help those in need. These brave souls are morally good, and it is considered a morbid evil to kill or attack a medic. What made your character walk this career path? Were they healers prior? Do they have monetary aims in this work?
- Quick Build
As a Field Medic you gain the following class features.
- Hit Points
Armor: Light, medium, and shields
Weapons: Simple melee and simple ranged weapons
Tools: doctor's tools, herbalism kit
Saving Throws: Intelligence and Wisdom
Skills: Pick 3 from Medicine, perception, Investigation, Insight, History, athletics and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple Melee Weapon of your choice or (b) a simple Ranged Weapon of your choice and 20 ammunition
- (a) leather Armor or (b) chain shirt
- (a) herbalism kit or (b) shield
- an emblem or badge to show you are a licensed medical practitioner
|1st||+2||First Aid, Track Wounded|
|4th||+2||Ability Score Improvement|
|6th||+3||Field Specialization feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Field Specialization feature|
|12th||+4||Ability Score Improvement|
|13th||+5||Bolster Health improvement|
|14th||+5||Field Specialization feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Bolster Health improvement|
|18th||+6||Field Specialization feature|
|19th||+6||Ability Score Improvement|
Being on the field can be dangerous, and supplies are limited. You therefore have to be very narrow in thinking what your goals are as a field medic. Choose either the Beacon or Expedient subclass, both detailed at the end of the class description. You gain features from your choice when you choose it at 2nd level, and at 6th, 11th, 14th and 18th level.
You are knowledgeable of illnesses and toxins, and work to bolster the immunity of others. As part of a short rest, you may spend 3 gp and craft three ampules of vaccines. As an action, you may administer these ampules to another creature within 5 feet of you. For 1 hour, they have advantage in saving throws against diseases and being poisoned. If they are poisoned, the poison is neutralized. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
You also serve a purpose to reinvigorate allies. Healed but exhausted soldiers are no good after all. You may spend 15 gp to craft a flask of energy elixir as part of a short rest. This elixir can be administered with an action and has 3 doses per flask. A creature administered with this elixir goes into a mode of hyperactivity and replenishment. If the creature has any stacks of exhaustion, they are removed. They also have immunity to exhaustion for 1 minute. For the same duration, they have advantage on all Strength (Athletics) checks.
Starting 7th level, you are well aware of the state of a creature with a simple glance, spotting minute bleeding or even scratches. You gain advantage on all Intelligence (Investigation) and Wisdom (Perception) checks to locate wounds or signs of life and injuries on other creatures. Additionally, as an action, you may make a Wisdom (Perception) check on a creature and know whether it is above or below half of its maximum hit points.
Starting 9th level, you can keep others safe by upgrading on their defenses. As part of a short rest, you may spend 15 gp to craft 3 bottles of energy boost. These bottles require an action to administer. The target gains 5 temporary hit points which last for 1 hour after administration. You can use this feature once, regaining use after you finish a long rest.
Starting 13th level, the energy boost grants the target an additional 20 feet of movement speed for the duration
Starting 17th level, the energy boost grants the target a +2 bonus to their Armor Class and +2 to attack rolls for the duration.
Starting 10th level, your goodwill reflects from your experience and knowledge, allowing you to reassure others better like a doctor. You can add your Wisdom or Intelligence modifier to any Charisma saving throw or ability check you make.
Starting 15th level, your expertise allows you immaculate control even under pressure, whether its stabilizing a patient, identifying a poison or assessing a wound. You have advantage in all Wisdom (Medicine) checks.
Like an oasis in a desert, you provide back up to combatants yourself on the battlefield.
- Field Charger
Being able to save lives is your driving force. You are not afraid of the fray. Starting 2nd level, you become immune to being frightened.
- Empowering Heal
Saving others empowers you in turn. Starting 6th level, when you successfully stabilize a dying creature with a Wisdom (Medicine) check, you can make an additional action on your turn. Additionally, your movement speed increases by 10 feet, and your Armor Class has a +1 bonus until the end of your next turn.
- Strong Dose
In the heat of battle, one needs more to go on. Measly first aid is not enough. Starting 11th level, when you administer your Bolster Health elixirs, the target creature also gains advantage on death saving throws for 1 hour. For the same duration, they regain 1 hit point at the beginning of each of their turns.
Starting 14th level, your presence is a reassurance on the battlefield and you bring strength to others. As a bonus action, you can grant advantage on all attack rolls and saving throws to all creatures friendly to you within 15 feet of you until the end of your next turn. You can use this feature an amount of times equal to your Wisdom modifier, regaining use upon finishing a long rest.
There is an art to taking pain from one patient and transferring it to another as a form of defense for medics. That is Hisagomaru. Starting 18th level, when you restore hit points to another creature with a feature, you may use a reaction and make a special attack with your weapon in hand on a creature within range of your weapon. On a hit, the target take damage of the weapon damage type equal to the amount of hit points you restored.
You specialize in moving and working quick to get to your next patient.
- On Your Feet
You can bring the wounded back to combat state quickly, just enough. Starting 2nd level, when you successfully stabilize a dying creature with a Wisdom (Medicine) check, the creature wakes up with 1 hit point.
Your job is only to heal. Combat spells bad news for you, so you need to avoid it and get away. Starting 6th level, you can Disengage as a bonus action. If you do, you gain an additional 10 feet of movement until the end of your turn.
- Light Sleep
You have to be fast and always ready. That means you thrive off little food and sleep. Starting 11th level, your daily food requirement is halved and you are completely aware of your surroundings when you sleep. Additionally, you may conduct a small, light nap for 10 minutes. At the end of this nap, you are considered to have completed a short rest. You must finish a long rest to use this feature again.
Money and time are both often luxuries one in your field cannot afford to spend needlessly. So you hone your skill to get the most out of them. Starting 14th level, when crafting your elixirs for your Vaccinate, Energize and Bolster Health features, you can halve the cost and craft the materials in 1 minute instead of a short rest.
- Disarming Speed
Obstacles will pop up in your way, no doubt, when it comes to healing. Being on a tight clock, you need fast solutions to get around, whether its jumping over or using a highly advanced stunning technique based on your medical knowledge. Starting 18th level, when a creature moves within 5 feet of you, you may use a reaction and make a special unarmed strike at them. On a hit, you struck their nerve points and render them stunned until the end of their next turn. You can use this feature a number of times equal to your Intelligence modifier, regaining use upon finishing a long rest. Constructs and oozes are immune to this effect.
Proficiencies. When you multiclass into the field medic class, you gain the following proficiencies: Medicine, medicine kit