Medicus (5e Class)

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Medicus[edit]

Creating a Medicus[edit]


Quick Build

You can make a Medicus quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background.

Class Features

As a Medicus you gain the following class features.

Hit Points

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

Proficiencies

Armor: Doctors coat
Weapons: None
Tools: None
Saving Throws: intelligence and Wisdom
Skills: Choose 3 from Arcana, Medicine, Insight, Nature, Persuasion, History, and Sleight of hand

Equipment

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

  • Doctors coat
  • (a) An arcane Focus or (b) A component pouch
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Medicus

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Doctor's Coat, Hippocratic oath 3 2
2nd +2 Medicus Discipline 3 3
3rd +2 Critical Heal 3 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Discipline Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Critical Heal Improvement 4 4 3 3 2
9th +4 Medical Knowledge 4 4 3 3 3 1
10th +4 Discipline Feature 4 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement, Field Experience 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Discipline Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Critical Heal Improvement 6 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 Discipline Feature 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Doctorate 6 4 3 3 3 3 2 2 1 1

Doctor's Coat[edit]

Your coat has been made to protect you as you support others in battle. It grants you an ac equal to 13 + Intelligence + Dexterity.

Hippocratic oath[edit]

You can't take the attack action and you can't attack creatures. However, all of your heals on allies and yourself add your intelligence and wisdom modifier as a bonus to the heal. At level 10, you become immune to diseases and poisons.

Medicus Discipline[edit]

At 2nd level, you chose a Discipline to follow. Choose between First Responder or Apothecary, both detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, 14th, and 18th.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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.

Critical Heal[edit]

Starting at 3 level, whenever you heal someone, roll a d20, if the die lands on a 20 you heal double the healing. This increases to 19-20 (healing triple) at 6th level and 18-20 (healing quadruple) at 9th level. At level 13, you no longer need to roll dice to quadruple your heals and any debuffs on yourself or your allies are cleared when you heal them.

Medical Knowledge[edit]

Your Knowledge on medicine is getting better. Starting at level 9, when you would normally roll one or more dice to restore hit points with a spell to a creature, you instead use the highest number possible for each die.

Field Experience[edit]

You've had to improvise in the past. Starting at level 12, you no longer need material components to cast spells that heal Hit Points

Doctorate[edit]

You've become a master of medicine. Starting at level 20, all of your heals are doubled in amount earned and the distance of your healing spells are doubled (including areas of effects, such as those of the vitality aura spell). Touch spells gain an additional 30 feet of distance

Apothecary[edit]

You have mastered the art of potion making

Elixers

You can make a certain amount of potions per long rest. you can make any of the elixers from this list so long as you have enough components. To put them into effect, it takes one action to drink it.

You can make an amount of elixers equal to your half Medicus level + intelligence modifier. you have an amount of components equal to your Medicus level x 2 + intelligence modifier. You learn the next level of potions at each feature Minor Elixers

Minor Elixer of Health(3 components)

Regenerates 2d6 Hit Points

Minor Elixer of Speed(1 component)

Gain an extra 10 ft of movement

Minor Elixer of Endurance(2 components)

Gain 4d4 temporary Hit Points

Normal Elixers

Elixer of Health(6 components)

Regenerates 2d12 Hit Points

Elixer of Speed(2 component)

gain an extra 15 ft of movement and can make an extra bonus action

Elixer of Endurance(4 components)

gain 4d8 temporary Hit Points

Greater Elixers

Greater Elixer of Health(9 components)

Regenerates 4d10 Hit Points

Greater Elixer of Speed(3 component)

Gain an extra 20 ft of movement and can make 2 extra bonus actions

Greater Elixer of Endurance(6 components)

Gain 8d6 temporary Hit Points

Potent Elixers

Potent Elixer of Health(18 components)

Regenerates 8d12 Hit Points

Potent Elixer of Speed(6 component)

Gain an extra 30 ft of movement and can make 2 extra bonus actions and 1 extra action

Potent Elixer of Endurance(12 components)

Gain 10d8 temporary Hit Points

First Responder[edit]

Starting at level 2, You're quick on your feet and know how to act under pressure, you gain 30 feet of extra movement and don't need concentration on your healing or buff spells

First aid

Starting at level 6, you have an aid pool that can be used to heal a creature of your choice as a free action on your turn, this healing is equal to 2x your Medic level + 2x your intelligence and charisma modifier. You can use this amount equal to your proficiency bonus for long rest.

Quick thinking

Starting at level 10, you can use an extra action to heal someone or to get close to an injured ally without provoking attacks of opportunity. This extra action allows you to cast spells, even if you've cast a spell before. You can use this an amount of times equal to your proficiency bonus for long rest.

Out of the Way

Starting at level 14, you can carry injured or unconscious allies in and out of combat without the need for rolls. You also take the disengage and disengage action as a reaction (you use the triggered and disengage action in the same reaction).

Emergency First Aid

Starting at level 18, if an ally within 30 feet of you as died or fallen unconscious, as a reaction you can move to their body and cast any healing spell to instantly revive them with the amount of HP healed for.

Medicus Spell List[edit]

You know all the spells in the Medicus' basic spell list, and all the healing, buff, and debuff spells are added to your spell list.

Cantrips

Blade Ward | Dancing Lights | Guidance | Light | Mage Hand | Mending | Message | Resistance | Spare the Dying

1st Level

Charm Person | Comprehend Languages | Cure Wounds | Detect Magic | Feather Fall | Healing Word | Sanctuary | Shield | Unseen Servant

2nd Level

Aid | Arcane Lock | Barkskin | Detect Thoughts | Enhance Ability | Gentle Repose | Healing Spirit | Hold Person | Lesser Restoration | Misty Step | Prayer of Healing | Protection from Poison

3rd Level

Aura of Vitality | Beacon of Hope | Create Food and Water | Haste | Intellect Fortress | Life Transference | Mass Healing Word | Protection from Energy | Remove Curse | Revivify | Slow | Tiny Servant

4th Level

Aura of Life | Aura of Purity | Death Ward | Dimension Door | Fabricate | Stoneskin

5th Level

Animate Objects | Far Step | Greater Restoration | Hallow | Hold Monster | Mass Cure Wounds | Scrying | Teleportation Circle

6th Level

Find the Path | Globe of Invulnerability | Guards and Wards | Heal | Wind Walk

7th Level

Plane Shift | Regenerate | Resurrection | Sequester | Teleport

8th Level

Antimagic Field | Mighty Fortress | Mind Blank | Telepathy

9th Level

Invulnerability | Mass Heal | Power Word Heal | Time Stop | True Resurrection

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Medicus class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Medicus class, you gain the following proficiencies:

THIS PAGE IS STILL A WORK IN PROGRESS. (it'd be nice if someone updated it, it's actually a fun class)

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