Field Medic (5e Class)
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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 aiding 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, Adrenaline Burst|
|4th||+2||Ability Score Improvement|
|6th||+3||Field Specialization feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Goodwill, Immunize 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|
You have to work quick to save the dying from imminent death, and you need to be able to do a variety of things to save them. Starting at 1st level, you can make Wisdom (Medicine) checks as a bonus action. When you use this skill this way, you can choose from one of the following effects with a roll that passes the corresponding DC, in addition to the effects normally allowed by this check, like stabilizing a dying creature:
- DC 12: The target regains 1 hit point.
- DC 15: You end a poisoned, blinded, deafened, paralyzed, or stunned condition or disease affecting the target.
- DC 20: The target either regains 2d4 hit points or stops being petrified, or removes a level of exhaustion.
Like a bloodhound, you can sniff out the injured. Starting 1st level, as a bonus action, you can mark a creature within 5 feet of you with hit points below their maximum. For the next hour, you have advantage in Wisdom (Survival) and (Perception) checks to track and find the creature. Additionally, as a bonus 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 at 1st level, you can give yourself a quick boost when needed with some cost for later. As a bonus action, you can you may spend one of your hit dice to regain hit points, similar to when you would regain hit points during a short rest. You can alternatively have another creature that is willing and within 5 feet of you regain this amount instead of yourself.
At 2nd level, 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. At 3rd level, as part of a short rest, you may spend 3 gp and craft three ampoules of vaccines. These immunity doses last for 24 hours before losing their effects. As an action, you may administer these ampoules 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.
As you gain more expertise in the field, your medicine becomes more potent too. Starting at 10th level, a creature that is administered an ampoule gains immunity from the poisoned condition, poison damage, and diseases. The ampoule also cures a disease affecting the creature and neutralizes all poisons.
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.
Starting at 5th level, you also serve a purpose to reinvigorate allies. Healed but exhausted soldiers are no good after all. At 5th level, you may spend 15 gp to craft a flask of energy elixir as part of a short rest, or create 3 elixirs for 45 gp as part of a long 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 and have advantage on the first attack they make on their turn.
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. You also can spend 1 minute inspecting a creature to figure out what diseases or poisons are affecting it, as well as any additional symptoms or stages.
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 and are good for 24 hours. The target gains 20 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, applying this to any movement speed the target has.
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 gain advantage in all Wisdom (Medicine) checks. Additionally, you can use your knowledge to aid others or enhance your own healing capabilities. As a bonus action, you can target a creature within 30 feet of you, including yourself. On the next time the target heals themselves or another creature, whether by means of magic potions, spells, or nonmagical healing, the amount of hit points healed is doubled.
Starting 20th level, if you roll a 20 on a Wisdom (Medicine) check to stabilize a dying creature, the target automatically wakes up with their hit points fully restored. Additionally, you can make a check to stabilize a creature that has died no more than 1 minute ago. On a successful check, the creature returns to life with 0 hit point and is stable. You cannot revive creatures that died of old age with this feature and you do not restore any lost body parts. A DM may rule that a body is too damaged for you to revive.
Like an oasis in a desert, you provide back up to combatants yourself on the thick of 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 and you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
- Empowering Heal
Saving others empowers you in turn. Starting 6th level, when you successfully heal another creature for at least 1 hit point or stabilize them, 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 against death saving throws for 1 hour. For the same duration, they regain hit points at the beginning of each of their turns equal to your Intelligence modifier.
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 takes 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 automatically. To better reach these wounded in need, you also are quick on your feet. As a bonus action or reaction, you can move up to your speed toward a creature of your choice that you know has hit points below their maximum. You must end this move closer to the enemy than you started.
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 Immunize, Energize and Bolster Health features, you can halve the cost and craft the materials in 1 minute instead of a short rest, or 1 hour instead of a long 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