Medic - TF2 (5e Class)

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Medic - TF2[edit]

You are a scientific genius, a man of medicine with disregard for ethics and morals in the pursuit of greatness in your field. Since your pursuits made you unfit for the academia, you turned to the battlefield, were you can employ your knowledge unshackled from the constraints that bind regular doctors.

Using your technological creations: the Medi Gun and the Syringe Gun, and armed with medical implements such as a bonesaw, you can both keep your allies alive while mortally wounding your enemies - or leaving them just alive enough so they can be useful for your experiments.

Creating a Medic - Team Fortress[edit]

When creating a Medic, choose why did you abandon the regular practice of a physician in exchange for a life of adventure. Usually Medics has skeletons on their pockets, and a life of adventure is less concerned with the past mistakes as long as you can contribute for the party's victory.

Quick Build

You can make a Medic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Combat Medic background.

Class Features

As a Medic - Team Fortress you gain the following class features.

Hit Points

Hit Dice: 1d8 per Medic - Team Fortress level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Medic - Team Fortress level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: Herbalism kit, tinker's tools
Saving Throws: Intelligence, Constitution
Skills: Choose three from History, Medicine, Perception, Insight, Stealth, Athletics, or Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • leather armor, a Syringe Gun or (c) a dagger
  • any simple weapon
  • (a) explorer's pack or (b) diplomat's pack
  • a bonesaw, a Medi Gun, the tinker's tools
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Medic - Team Fortress

Level Proficiency
Bonus
Features Medi Gun Charges
1st +2 Medical GeniusSyringe Gun, Medi Gun 4
2nd +2 Ubercharge, Modified Bonesaw 4
3rd +2 Subclass, Oktoberfest 6
4th +2 Ability Score Improvement 6
5th +3 Autofire, Restoration 14
6th +3 Improved Arsenal, Modified Bonesaw (Ubersaw) 14
7th +3 Overheal 17
8th +3 Ability Score Improvement 17
9th +4 Syringe Gun (Overdose) 27
10th +4 Subclass, Modified Bonesaw (Vita-saw) 27
11th +4 Klitzkrieg 32
12th +4 Ability Score Improvement 32
13th +5 Syringe Gun (Blutsauger) 38
14th +5 Subclass, Modified Bonesaw (Amputator) 38
15th +5 Quick-Fix 44
16th +5 Ability Score Improvement 44
17th +6 Syringe Gun (Crusader Crossbow) 57
18th +6 Vaccinator 57
19th +6 Ability Score Improvement 64
20th +6 Superior Ubercharge 64

Medical Genius[edit]

At 1st level, you add twice your proficiency bonus to your checks with the Medicine skill, if you are proficient with it.

In addition, you can use your Intelligence, rather than your Wisdom, for your Wisdom (Medicine) checks.

Syringe Gun[edit]

Starting at 1st level, you are able to modify a weapon into a syringe gun using your tinker's tools over the course of a short or a long rest. You can't have more than one Syringe Gun at any given time.

You can use your Intelligence modifier, rather than your Dexterity, for attacks made with it.

As you gain levels in this class, you gain more advanced Syringe Guns, as shown below:

Syringe Gun

The syringe gun gains the reload (40) property, replacing the loading property.

Overdose (9th level)

The overdose gains the reload (40) property, replacing the loading property. While overcharged, your movement speed increases by 10 feet.

Blutsauger (13th level)

The blutsauger gains the reload (40) property, replacing the loading property.

When you hit a creature with the blutsauger, you recover hit points equal to the value rolled on the damage die of your syringe gun (not considering modifiers).

After you hit a number of shots equal to your level in this class, you need to wait a short rest to recharge the realing shots.

Crusader Crossbow (17th level)

When you make an attack with this crossbow, the target is pushed 10 feet back. In addition, you cause additional 1 damage for each 10 feet your bolt travels before hitting the attack.

Finally, when you hit a friendly creature that is below half their maximum hit points, that creature regain hit points equal to 1 for each 10 feet traveled by the bolt. You must make an attack against that ally.

Medi Gun[edit]

Also at 1st level, you can craft a Medi Gun by spending 8 hours and 100 gp. You can only have a single medi gun at each time.

The medi gun is a magical object that must be wielded with two hands. As an Action, you can activate the Medi Gun, that remains active until you deactivate it, using a bonus action.

Your medi gun have 4 charges, and gain more as you gain levels as shown in the Medi Gun Charges column above. You recover all your Medi Gun charges when you finish a Long Rest.

While active, the medi gun targets a creature within 30 feet with a beam of blue energy. When activated, and as an Action in each turn while active, you can spend 1 charge to restore 1d4 hit points to a creature targeted by it.

Ubercharge[edit]

At 2nd level, whenever you cause a friendly creature to regain hit points with your Medi-Gun, your Ubercharge meter grows by 1. When it reaches 10, you can activate Ubercharge, using a bonus action.

While ubercharge is active, you and any creature in contact of your medi-gun beam become resistant to bludgeoning, piercing and slashing damage. This resistance lasts until the start of the target's next turn, or until you use the Medi Gun again.

During ubercharge, your meter reduces by 1 at each turn. When it reaches 0, your Ubercharge ends. You can't grow your Ubercharge meter while ubercharged. Your ubercharge meter is reduced to 0 after a short or a long rest.

Modified Bonesaw[edit]

Also at 2nd level, you can modify a bonesaw using your tinker tools, during a short or a long rest. You can't have more than one Modified Bonesaw at any given time.

You add your proficiency bonus to attacks made with the modified bonesaw, and you can use your Intelligence modifier, rather than Dexterity, for attacks made with it.

As you gain levels in this class, you gain more advanced Bonesaws, as shown below:

Solemn Vow (2nd level)

Your bonesaw causes bludgeoning damage, rather than slashing. In addition, you know the current amount of hit points when you hit a target with this bonesaw.

Ubersaw (6th level)

When you hit a creature with the Ubersaw, you can spend 1 charge from your Medi Gun to cause additional 1d6 damage and gain 1 uber charge.

Vita-Saw (10th level)

When you reduce a creature to 0 hit points using this saw, you can collect a organ. You can collect a number of organs equal to your proficiency bonus, and you lose the organs collected after a long rest.

If you are reduced to 0 hit points or make a short rest, your Ubercharge Meter is reduced to a number equal to the number of organs you have, instead of 0.

Amputator (14th level)

When wielding the amputator, you can cast mass cure wounds once, without spending spell slots. Once you do so, you can't do it again until you finish a long rest.

Oktoberfest[edit]

Also at 3rd level, you can drink from your own medicine. You can use the Medi Gun on yourself.

Autofire[edit]

At 5th level, you can attack twice, rather than once, when you take the Attack action with your Syringe Gun. You can also spend 2 charges of your Medi Gun with an action, rather than one.

Restoration[edit]

Also at 5th level, when you use a Medi Gun, you can remove a disease or one of the following conditions by spending 1 charge for each, instead of healing the target: blinded, deafened, paralyzed, or poisoned.

If the target is under the effects of a spell that causes damage in each turn, this works as dispel magic for that effect.

Improved Arsenal[edit]

At 6th level, your syringe guns and bonesaws are considered magical, for the purposes of overcoming resistance and immunity to non-magical damage.

Overheal[edit]

At 7th level, any amount of hit points that surpasses the target of your Medi Gun maximum is turned into Overheal points. Overheal points work similarly to temporary hit points, but stack with both temporary hit points and with other overheal points.

A creature can't have more overheal points than half its maximum hit points.

Klitzgkrieg[edit]

At 11th level, your Medi Gun becomes enhanced. While Uber Charge is active, a creature other than you under its effects causes a critical hit on its next attack until the end of its next turn.

In addition, your Uber Charge now reaches its maximum upon accumulating 9 charges, rather than 10, and your Medi Gun die now is a d6.

Quick-Fix[edit]

Starting at 15th level, you further improve your Medi Gun. Now, the die rolled for your Medi Gun is a d8, and the ubercharge meter is reduced to 8.

In addition, if the target use any form of special movement while being healed by you (such as teleporting or flying), you are also affected as long as the Medi-Gun is active.

Vaccinator[edit]

At 18th level, whenever you use your Medi Gun, you can choose a damage type of this list as part of that action: acid, cold, fire, lightning, thunder, necrotic, radiant or poison. You and your target gain resistance to that damage type while the Medi Gun is active on it.

If Ubercharge is active, you and the target become immune to that damage type instead (choosing poison also grants immunity to poison damage).

In addition, your Medi Gun die now is a d10, and you now reach Ubercharge at 7 on the charge meter.

Superior Ubercharge[edit]

When you reach the 20th level, the Ubercharge now grants immunity to bludgeoning, piercing and slashing damage, rather than resistance.

Subclasses[edit]

Vanilla Medic[edit]

Focusing on healing their allies in a more efficient and reliable manner, Vanilla Medics just improve on top of what their core abilities already make them good at: curing others. With these medics on their side, a party can feel practically unkillable.

Efficient Restoration

Starting at 3rd level, you gain a pool of healing dice equal to your Medic level. When you use your Medi Gun, you can spend a number of dice equal to your proficiency bonus, and add to the amount of hit points restored. Your dice pool is restored after you finish a short or a long rest.

Remove Condition

At 6th level, whenever you use your Medi Gun, you can use Remove Condition without requiring you to spend additional healing charges.

Improved Medi Gun

At 14th level, when you roll a die to restore a creature's hit points through the use of your Medi Gun, you use the maximum number of that dice, rather than rolling for it.

Battle Medic[edit]

Dreaded by allies and enemies alike, the Battle Medic relly on the use of their bonesaw and syringe gun to kill enemies, sometimes underusing the Medi Gun (and using on themselves when they decide to do use it). However, they are still a powerful addition to a team when they employ correct tactics and don't forget the "Medic" part of their Battle Medic role.

Field Surgeon

Starting at 3rd level, you can use your Bonesaw as a bonus action on your turn. In addition, you can draw and stow the bonesaw as part of the same action used to attack.

Injector

At 6th level, when you miss an attack from your Syringe Gun, you have Advantage on your next attack made until the end of your next turn.

Headshot

At 14th level, when you hit a creature with a Syringe Gun, you can force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, your damage is doubled.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Medic class, you must meet these prerequisites: 13 Wisdom and 13 Constitution.

Proficiencies. When you multiclass into the Medic class, you gain the following proficiencies: Light armor, simple weapons, Medicine skill, tinker tools, herbalist kit.

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