Medic (5e Class)
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Medic[edit]
Dedicated Healer[edit]
Medics will often be found wandering through a circuit of villages that are too poor to support a cleric powerful enough to heal major injuries and diseases, not only do they heal the injuries and illnesses that they find in their journeys they will also try educate villages in hygiene and basic first aid and report unusual diseases and afflictions to major medical institutions. A medical institution can be found in most cities although few are independent with most being part of a temple or university. Every medical institute trains new medics and researches new techniques but some will also work with the government to try improve the health of all residents (like how it is in the real world) and some work to thwart villains designing diseases to cause lethal epidemics.
Creating a Medic[edit]
Why did your character decide to become a Medic? Did you get taught by another medic or did you get taught by an institution? What is their story? What motivates you now? Is it money? A desire to help people? Or is it the only life you have lived?
- Quick Build
You can make a Medic quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Guild Artisan background. Third, choose the shield over a simple weapon.
Class Features
As a Medic you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Medic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Medic level after 1st
- Proficiencies
Armor: Light
Weapons: Simple
Tools: Doctor's kit
Saving Throws: Constitution and Wisdom
Skills: Choose two from Persuasion, Medicine, Perception, Insight, Investigation and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dagger or (b) A quarterstaff
- (a) A light crossbow with 20 Bolts or (b) A sling with 20 Pieces of Ammunition
- (a) leather (armor) or (b) A shield
- A Healer's kit
- If you are using starting wealth, you have 5d4x10gp in funds.
Level | Proficiency Bonus |
Features | Combat Medic |
---|---|---|---|
1st | +2 | Medical Practice, Lasting Effects, Combat Medic | 1d8 |
2nd | +2 | Anatomical Precision, Medical Procedures | 1d8 |
3rd | +2 | Medical School, Physician's Touch | 1d8 |
4th | +2 | Ability Score Improvement | 1d8 |
5th | +3 | Combat Medic Improvement | 2d8 |
6th | +3 | Treat the Agonizing, Medical School Feature | 2d8 |
7th | +3 | Quick Recovery, Anatomical Precision Improvement | 2d8 |
8th | +3 | Ability Score Improvement | 2d8 |
9th | +4 | Medical Procedures Improvement | 2d8 |
10th | +4 | Medical School Feature | 2d8 |
11th | +4 | Combat Medic Improvement | 4d8 |
12th | +4 | Ability Score Improvement | 4d8 |
13th | +5 | Medical Procedures Improvement | 4d8 |
14th | +5 | Extensive Treatment | 4d8 |
15th | +5 | Anatomical Precision Improvement | 4d8 |
16th | +5 | Ability Score Improvement | 4d8 |
17th | +6 | Preventive Treatment, Medical Procedures Improvement | 4d8 |
18th | +6 | Medical School Feature | 4d8 |
19th | +6 | Ability Score Improvement | 4d8 |
20th | +6 | Medical Discovery | 6d8 |
Medical Practice[edit]
Starting at 1st level, you can treat your allies by tapping into their inner reserves. You can spend one hit die of a creature within 5 feet as an action to cause that creature to regain a number of hit points equal to the number rolled + your Wisdom modifier.
If you have other sources of non-magical healing, you can use this feature to increase the amount of hit points healed, as part of the same action, bonus action or reaction used.
At 7th level, you can roll two hit dice and add twice your Wisdom modifier to the amount healed. At 14th level you roll three hit dice and add three times your Wisdom modifier.
Lasting Effects[edit]
Also at 1st level, whenever you spend a creature's hit dice with your Medical Practice, the first time that creature is reduced to 0 hit points within the next minute, it falls to 1 hit point instead.
In addition, whenever you make a Wisdom (Medicine) check to stabilize a creature, if you roll a 18, 19 or 20, that creature regains 1 hit point.
Combat Medic[edit]
Starting at 1st level, whenever an allied creature takes damage, you can use your reaction to move up to your movement speed towards that creature and mend its wounds. When you do so, you can cause that creature to spend one hit die and regain 1 hit die of hit points. You can spend additional hit dice to use your Medical Practice feature as part of the same reaction.
Alternatively, you can choose to use this reaction to make an attack against the attacker. If you do so, you deal additional 1d8 damage. This damage increases as you gain levels in this class, as shown on the Combat Medic column on the Medic table.
Anatomical Precision[edit]
Starting at 2nd level, you deal additional 2 damage with your attacks made with weapons that have the light property. This additional damage increases to 4 at 7th level and 6 at 15th level.
In addition, when you deal this additional damage to a creature, that creature can't regain hit points until the end of your next turn.
This ability has no effect against constructs or creatures with the amorphous trait.
Medical Procedures[edit]
At 2nd level, you develop more specialized medical techniques and practices to tend to the wounds of your allies. Your techniques are fueled by an amount of Medical Dice you have.
- Treatment Dice
Starting at 2nd level, you have an amount of treatment dice equal to your proficiency bonus, which are d6's. When you use a treatment dice, it is spent until you finish a short or a long rest.
The size of the die increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
- Hit Dice
You can spend the target's hit dice instead of spending treatment dice to use Procedures, if the target is willing. If you do so, you don't benefit from the extra healing from the Medical Practice feature.
- Procedures
You start by knowing two medical procedures. You gain two more at 5th, 9th, 13th and 17th levels. The procedures are described at the end of the class description.
- Save DC
Some procedures require the target to make a saving throw. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.
- Healer's Kit
Each procedure spend a number of uses of your Healer's Kit equal to the amount of dice spent.
Physician's Touch[edit]
Starting at 3rd level, you gain a pool of healing that you can use to increase the effectiveness of your treatments. Whenever you complete a long rest, this pool gains 2 hit points per level you have in this class. The amount of hit points on this pool increases to 3 per level in this class at 9th level and 4 at 17th level.
As a bonus action on your turn, or whenever you use your Medical Practice feature to restore one's hit points, you can spend any amount of healing points from this pool and the target's regain the same amount of hit points.
As you gain levels in this class, you can create other effects using this pool.
Treat the Agonizing[edit]
Starting at 6th level, whenever a creature you heal has a number of hit points equal to or less than half your Medic level + your Wisdom modifier, you can use your Medical Practice feature to restore hit points without spending hit die.
Quick Recovery[edit]
Starting at 7th level, if a creature has taken damage since your last turn, you can use your action or bonus action (but not both) to touch that creature, restoring a number of hit points equal to your Wisdom modifier.
You must be holding a healer's kit to use this ability.
Extensive Treatment[edit]
At 14th level, you can spend at least 28 points from your Physician's Touch pool as an action to reduce the level of exhaustion on a character by 1. Alternatively, you can choose to end one effect that is reducing the target's maximum of hit points or one of its ability scores.
Preventive Treatment[edit]
Starting at 17th level, you can spend a minimum of 40 points during a short rest to make a preventive treatment, targeting a number of creatures equal to 2 + twice your Wisdom modifier.
You can use the healing points to increase the current and maximum hit points of the chosen creature by an amount equal to the amount spent on that creature. For example, you could split your 40 healing points between four creatures, giving each 10 hit points and increasing their hit point maximum by 10.
In addition, any creature who undertake the preventive treatment is cured from all diseases and poison, become immune to the poisoned and stunned conditions and gain advantage on all Constitution saving throws.
The effects of your Preventive Treatment last for 24 hours.
Medical Discovery[edit]
Starting at 20th level, you have a medical breakthrough. You can cast a spell from the Necromancy school of 9th-level or lower. After casting this spell, you can't use this feature again for the next 7 days.
In addition, whenever you roll initiative and have no Treatment Dice, you regain one.
Medical School[edit]
Paramedic[edit]
- Paramedic Procedures
Starting at 3rd level, you gain the following procedures. They don't count against the maximum number of procedures you know:
- Quick Patching. You can spend one Treatment dice as a bonus action to move up to your movement speed, to a maximum of 30 feet, and cause one creature you touch to regain an amount of hit points equal to the number rolled. This movement doesn't provoke opportunity attacks.
- Preventive Care
Starting at 3rd level, you can choose one of the following preventive methods. You can use the chosen method whenever you have an allied creature under its maximum amount of hit points within 60 feet of you.
- Quick Rescue. You can use your bonus action to move up to your movement speed towards an ally. This movement doesn't provoke opportunity attacks, and you must end your movement closer to the ally than when you started.
- Prolonged Treatment. You can touch a creature and cause it to spend one hit die. That creature can add a bonus equal to its hit die to the next Strength, Dexterity or Constitution check it makes until its next long rest ends.
- Careful Bandaging. Once per turn, you can reroll the hit dice spent on your Medical Practice feature, and choose either result.
- Urgency Treatment
Also at 3rd level, you are trained in provide urgency care. You can choose one of the following urgency methods. The urgency method chosen can only be used if an allied creature is within 60 feet and under half its maximum of hit points.
- Mending Wounds. When you roll the maximum on a hit die using your Medical Practice feature, you can roll one additional die and add it to the total.
- Medical Theory. You can add your Intelligence modifier as a bonus to the amount of hit points healed. You add your Intelligence modifier for each hit die rolled. You also add the Intelligence modifier to the damage of your Anatomical Precision attack.
- Intensive Treatment. When you spend hit dice to heal hit points, you roll each hit die twice and sum the result in each.
- Diligent Medic
Starting at 6th level, whenever you are within 10 feet of a friendly creature below its maximum amount of hit points, you add your Wisdom modifier to your damage rolls and as a bonus whenever you restore hit points to that ally.
At 18th level, this increases to 30 feet.
- Protective Doctor
Starting at 10th level, whenever an allied creature is below half its maximum hit points within 60 feet, you can impose disadvantage to an attack made against that ally, using your reaction.
- Surge of Life
Starting at 18th level, when a creature is reduced to 0 hit points, you can move towards it up to your movement speed. If you end your movement within 5 feet of that creature, it regains 1 hit point. In addition, for 1 minute, the creature gain the following benefits:
- It have advantage on all ability checks, attack rolls and saving throws.
- Gain temporary hit points equal to its maximum of hit points, that last for 1 minute or until reduced to 0.
- Gain resistance to slashing, piercing and bludgeoning damage.
The target can end its state as a bonus action on its own turn. After this minute, the target suffers 1 level of exhaustion for each 2 turns you end on this state.
Surgeon[edit]
- Surgeon Procedures
Starting at 3rd level, you gain the following procedures. They don't count against the maximum number of procedures you know:
- Field Surgery. You can spend one Treatment dice as an action to cause one creature you touch to regain an amount of hit points equal to the number rolled + your Wisdom modifier + your Dexterity modifier.
- Quick Incisions
Starting at 3rd level, whenever you make an attack with a melee weapon that has the light and finesse property, you can make another using your bonus action. You add your Anatomical Precision bonus damage to both attacks.
- Surgical Precision
Also at 3rd level, once per turn when you make an attack with a light melee weapon that causes slashing or piercing damage with advantage, you deal additional 1d6 damage.
You can use your bonus action to make a Wisdom (Medicine) check against a DC equal the target's Constitution score. If you succeed, you don't need advantage against that target for the next minute, or until you target another creature.
The damage increases to 2d6 at 6th level, 3d6 at 10th level and 4d6 at 18th level.
- Steady Hands
Starting at 6th level, you gain proficiency in the Sleight of Hand and Medicine, and add twice your proficiency bonus in one of these skills.
In addition, you can use your Medical Practice feature and use a Medicine kit as a bonus action.
- Exhaustive Procedure
Starting at 10th level, you can spend one hit die and roll it, to add to an attack roll with a light melee weapon. If you do so, you don't need advantage to benefit from your Surgical Precision.
- Arterial Strike
Starting at 18th level, when you score a critical hit on a creature, you can cause that creature to fall to 0 hit points if its current hit points is 100 or less.
Once you use this feature, you can't use it again until you finish a long rest.
Therapist[edit]
- Therapist Procedures
Starting at 3rd level, you gain the following procedures. They don't count against the maximum number of procedures you know:
- Suppress Emotions. You can spend one Treatment dice as an action to talk with a creature within 60 feet. That creature must succeed on a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened, ending the condition.
- Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
- You can spend additional dice to affect additional targets as part of the same action.
- Resilient Mind
At 3rd level, you are immune to the frightened condition and have resistance to psychic damage. In addition, you gain proficiency in Insight, if you aren't already. If you are, you add twice your proficiency bonus in Insight checks.
- Words of Healing
Starting at 3rd level, you can use your bonus action to comfort a creature you can see within 30 feet. You end the frightened or charmed condition on that creature, and the creature becomes immune to that condition for 1 minute.
In addition, for the duration, any damage taken by the creature is reduced by 1d4. This increases to 1d8 at 6th level, 1d12 at 10th level and 2d8 at 18th level.
You can use this feature three times, and regain your uses after finishing a short or a long rest.
- Overcome Trauma
Starting at 6th level, the creature under the effect of your Words of Healing feature gain resistance to psychic damage and become immune to both frightened and charmed condition for the duration.
- Self Knowing Guilt
At 10th level, when you remove the frightened or charmed condition from a creature, you can spend your Treatment Dice to cause psychic damage to the creature who caused those conditions. You cause damage equal to the roll of that dice.
- Empowerment
Starting at 18th level, when you use your words of healing on a creature, that creature become self assured and encouraged, gaining the following benefits:
- The creature can take the Dodge, Dash or Disengage action once per turn, without taking an action.
- The target have advantage on all Intelligence, Wisdom and Charisma saving throws.
- The creature can use a bonus action in each turn to gain 1d12 + your Wisdom modifier temporary hit points, that last until the end of its next turn.
Once you use empowerment on a creature, you can use it again until you finish a long rest.
Hematology[edit]
- Hematologist Procedures
Starting at 3rd level, you gain the following procedures. They don't count against the maximum number of procedures you know:
- Open Vein. You can spend two treatment dice as a bonus action when you hit a creature with an attack to cause that creature to bleed. The target takes necrotic damage equal to the dice rolled, and must succeed on a Constitution saving throw, or takes necrotic damage equal to a roll of your Treatment Die. On a success, the bleeding ends.
- The target or another creature can use its action to mend its wounds, with a success on a Wisdom (Medicine) check with a DC of 10. The bleeding also stops if the target regain 1 hit point. Otherwise, it ends after 1 minute.
- Transfusion
Starting at 3rd level, you can spend 10 minutes to perform a Blood Transfusion. You must have two characters within 5 feet of you and your Medical Kit. You can use your Medical Practice feature spending the hit dice of either creature participating on the transfusion.
You can also use your Medicine Practice to spend one hit die from the creature to give it Advantage on its next Constitution saving throw made until its next rest, or to end the poisoned condition on a creature.
- Renewed Heath
At 6th level, whenever you use your Transfusion feature on a creature, roll the hit dice spent on that transfusion. That creature gain temporary hit points equal to the number rolled on the dice, that last for 1 hour.
In addition, while that creature have its temporary hit points, it can spend a hit die and roll it, adding the number rolled to the result of any Constitution saving throw or check it makes.
- Bleeding Strikes
Starting at 10th level, once when you hit a creature with an attack, you can cause it to bleed. The creature takes additional 1d8 necrotic damage and must make a Constitution saving throw at the end of each turn, or take 1d8 necrotic damage. This last for 1 minute, or until you use this feature again.
- Blood Renovation
Starting at 18th level, you can make a transfusion capable of even regrowing the target's limbs. For 1 minute, you transfuse the blood from one creature to another. The donor takes 2d6 necrotic damage in each turn, while the receiver regain hit points equal to the necrotic damage dealt.
After the blood renovation, the receiver regains 1 hit point at the start of each turn for 1 hour. In addition, the target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the ability instantaneously causes the limb to knit to the stump.
This ability fails if the target have resistance or immunity to necrotic damage.
Physical Therapist[edit]
- Physical Therapist Procedures
Starting at 3rd level, you gain the following procedures. They don't count against the maximum number of procedures you know:
- Physical Education. You can spend one treatment dice as an action to coach a creature within 60 feet in a physical activity. For the next minute, that creature can add your Treatment Die to its Strength, Dexterity and Constitution checks. In addition, the creature gain temporary hit points equal to the number rolled on the die at the start of each turn. As normal, these temporary hit points don't stack, replacing each other.
- You can spend additional die to coach one additional creature per additional die spent.
- Physical Preparation
Starting at 3rd level when you choose this archetype, you can use your medical practice to empower a creature. You can use your Medical Treatment feature to cause a creature to spend hit dice over the course of a short or long rest. That creature don't regain hit points, but instead, the creature gain a number of preparation dice equal to the amount of dice spent.
Whenever that creature makes a Strength, Dexterity or Constitution check or saving throw, it can spend one or more of these dice and add it to the roll.
When this creature roll for damage with a weapon attack, it can spend one or more preparation dice and deal additional damage equal to twice the amount rolled on the dice.
- Enhanced Health
Starting at 6th level, when you use the Physical Preparation feature on the target, it gains temporary hit points equal to the number rolled on the die + its Constitution modifier. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum once).
- Body Resilience
At 10th level, when you the target of your Enhanced Health feature is subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. This effect last while that creature have the temporary hit points granted by the feature.
- Athlete's Preparation
At 18th level, when you use your Physical Preparation feature, you can cause that creature to spend any amount of hit dice, up to its maximum.
You can use this feature once, and regain the ability to do so after finishing a long rest.
Pharmacist[edit]
- Pharmacist Procedures
Starting at 3rd level, you gain the following procedures. They don't count against the maximum number of procedures you know:
- Pain Killers. You can roll any amount of Treatment Dice as an action to fabricate pain killers. You create a number of pain killers equal to the number rolled on the dice. A creature can consume a pain killer as a bonus action, or feed another creature with it as an action. Each pain killer causes the creature to regain 1 hit point, and suppress the Stunned condition or 1 level of exhaustion per pain killer ingested for 1 hour. The creature still have the levels of exhaustion, but it is not affected by it for the duration.
- If a creature ingest more pain killers than its Constitution modifier before completing a short rest, that creature is poisoned until its next rest.
- Enhancement Pills
Starting at 3rd level, you can prepare a number of enhancement pills when you finish a long rest, equal to your Wisdom modifier. Each pill spend one use of your Healer's Kit.
A creature can take one pill as an action on its turn. A creature who take the pill can spend any amount of hit dice and regain hit points as if had completed a short rest, or end the poisoned condition or a disease. In addition, for 1 minute, a creature that ingested the pill gain the following benefits:
- The creature can take two bonus action in each turn.
- The creature can take the Disengage actions as a bonus action.
- The creature's movement speed increases in 15 feet.
- Once per turn, that creature causes additional 1d6 on the damage of weapon attack rolls, and can spend hit die to increase the damage dealt by an amount equal to the hit die + its Constitution modifier.
- The creature gain temporary hit points equal to your Wisdom modifier when it take the pill and at the start of each of its turns.
- Chemist
Also at 3rd level, you gain proficiency with the alchemist's supplies and herbalist's supplies, and can add twice your proficiency bonus in checks made with it.
In addition, you can craft potions with half the time and resources spent.
- Improved Enhancers
At 6th level, the damage caused by creatures under the effect of your Enhancement Pills is considered magical for the purposes of overcoming resistances and immunities to nonmagical damage.
In addition, when a creature under the effect of your enhancement pills take the Dash action, it can make a melee weapon attack as part of the same action. On a hit, the target is pushed 10 feet back if it is large or lower. The creature also add your Wisdom modifier to all Strength checks it makes.
- Greater Enhancers
At 10th level, the target's movement speed increases in 30 feet. In addition, it can take the Dash action or make one attack with a weapon using its bonus action.
- Stimulant
At 10th level, you learn another way to use the salves and herbs of a healer's kit. At the end of a Long Rest, you are able to use 5 charges of a Healer's Kit to create a number of doses of Stimulant equal to your Wisdom modifier. These doses of Stimulant remain potent for 24 hours and lose functionality thereafter.
A character may consume a dose of this Stimulant as a Bonus Action. Upon consumption, he or she sees time slightly slow. For 1 minute, the character's movement speed is increased by 10 feet, their melee attack and damage modifiers are increased by +1 and their AC is increased by 1. At 18th level, these bonuses are doubled.
After the Stimulant wears off, the same positive effects are applied inversely as negative effects for 2 minutes per dose taken as a side effect caused by withdrawals.
A character may attempt to consume secondary doses of Stimulant to increase the duration of it's effects or counteract withdrawals and regain the positive effects. In order to do so, each time they take a dose beyond their first within the last hour, they must make a Constitution saving throw against the Stimulant Save DC. If they succeed on the save, 1 minute is added to the duration. If they fail, the character spends the rest of their turn vomiting, and the effects of that dose are wasted.
The Stimulant Save DC equals 6 + Wisdom modifier + 2 times the number of Stimulant doses taken within the last hour.
Taking multiple doses of Stimulant do not have an additive effect on bonuses granted but do cumulatively increase the duration of the effects, both positive and negative. Additionally, taking secondary doses of Stimulant does not negate the negative effects of withdrawal, the remaining duration of the withdrawal remains and the 2 minutes of withdrawal from the new dose is added to what remained.
- Ultimate Enhancers
At 18th level, whenever a creature take your Enhancement Pills, it also gains the benefits of a haste spell for the duration.
Medical Procedures[edit]
- Preventive Care
You can use your action and spend any amount of treatment dice to increase the resilience of your target. That creature gain an amount of temporary hit points equal to the number rolled on the dice + your Wisdom modifier, lasting for 1 hour.
- Gruesome Incision
You can spend any amount of treatment dice to try make a gruesome incision as an action. If you hit a creature with this attack, you deal additional necrotic damage equal to the amount of dice spent.
- Poisoning
As an action, you can spend any amount of treatment dice to poison a creature using toxic substances on your Healer's Kit. You force a creature within 5 feet to make a Constitution saving throw, or take poison damage equal to the treatment dice spent and be poisoned until the end of your next turn.
- Blinding
prerequisite: 5th level
You can spend three treatment dice to force a creature within 5 feet to make a Constitution saving throw, or take necrotic damage equal to your Wisdom modifier and be temporarily blind. The blinded creature can make a Constitution saving throw at the end of each turn to end the effect.
You can spend more dice to target one additional creature with this feature per die spent.
- General Care
prerequisite: 5th level
you can spend two dice as an action to end one of the following conditions on a creature you touch: blinded, deafened, paralyzed or poisoned. Alternatively, you can also end one disease.
- Tendon Cut
prerequisite: 5th level
You can cut a tendon to weaken your target's muscles. You must spend 3 dice as an action to make an attack against the target. On a hit, the target only deal half damage with weapon attacks that use Strength, for 1 minute. The target can make another saving throw at the end of each of its turns to end the effect.
- Grievous Wound
prerequisite: 9th level
You can make a deep wound on your target. You can spend 4 dice as an action to make an melee weapon attack. On a hit, you can choose one of the following wounds:
- Deep Cut. Choose one ability score. While wounded, the target has disadvantage on ability checks and saving throws made with that ability score.
- Concussion. The target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- Open Wound. While the target is wounded, your attacks deal an extra necrotic damage equal to the size of your Treatment die.
The effects last for 1 minute. When making a wound, you can make it last longer by spending additional die. The wound lasts for 10 minutes with 5 dice, and for 1 hour with 6 dice.
- Emergency Resurrection
prerequisite: 9th level
As an action, you can bring a creature that has died within 1 minute back to life. To do so, you must have medical components prepared, with a total value of 300 gp, and spend 4 treatment dice as an action.
The medical components are consumed, and the target is brought back to life with 1 hit point.
- Blood Transfusion
prerequisite: 9th level
As an action, you can spend at least 4 dice to transfuse blood from a creature to another. The blood donor must be willing and not compelled by any means. Both donor and receiver must be within 5 feet of one another.
The donor take necrotic damage equal to the amount of dice rolled, and the receiver regain hit points equal to twice the necrotic damage taken by the donor.
- Deadly Strike
prerequisite: 13th level
As an action, you can spend at least 5 dice to make an attack target some vital area on your target. On a hit, you deal additional necrotic damage equal to the amount of dice spent, or half as much on a miss.
If the target is a humanoid, you have advantage on the attack, and you don't roll for damage, dealing the maximum amount instead.
If the target is a humanoid with less hit dice than the amount of Treatment Dice used on the attack, it dies instantly, without needing the attack.
- Lasting Wound
prerequisite: 17th level
As an action, you can spend 6 dice to make a melee attack against a creature within reach. On a hit, the target suffers two levels of exhaustion.
At the end of each of the wounded creature turn, the target must make a Constitution saving throw. After each success, the target recover's from one level of exhaustion. If the target fail three times in a row, one lasting wound takes effect for 7 days.
You can choose the following wounds:
- Prolonged Blindness. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
- Tendon Sever. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
- Traumatic Encephalopathy. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
- Essential Tremors. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
- Fibromyalgia. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
- Intensive Care
prerequisite: 17th level
You can spend 1 hour, 500 gp in medical resources previously prepared and 6 dice to recover the life of a creature that has been dead for no longer than 1 hour.
The creature is recovered from any nonmagical deseases and poison, and regain hit points equal to the number rolled on the dice.
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