New World Medic (Grand Line Supplement)
From D&D Wiki
New World Medic[edit]
No matter how, no matter where, there is a doctor that's going to save you! The New World Medics are an important part of crews since they can heal most wounds, deep or light.
Doctors Of The Sea[edit]
Creating a New World Medic[edit]
- Quick Build
You can make a New World Medic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a New World Medic you gain the following class features.
- Hit Points
Hit Dice: 1d6 per New World Medic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per New World Medic level after 1st
- Proficiencies
Armor: none
Weapons: Finesse Weapons
Tools: Herbalism Kit, [Doctor's Tools (5e Equipment)
Saving Throws: Intelligence and Wisdom
Skills: You can choose Medicine and two others: Acrobatics, Animal Handling, Arcana, History, Investigation, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- [Doctor's Tools (5e Equipment)
- If you are using starting wealth, you have 4d4 x10 gp. in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | The Helping Hand, First Aid |
2nd | +2 | Favored Patient |
3rd | +2 | Medical Specialization |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | Medical Specialization feature |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | Medical Specialization feature |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | Medical Specialization feature |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
The Helping Hand[edit]
Starting at 1st level, you have enhanced your medical skills to help treat your comrades. As an action, while holding any kind of Medical Tool you can choose one ally within 5ft of you to regain 1d8 + Your New World Medic level in Hit Points. You may do this as much as your Intelligence modifier, regaining the use at the end of a short or long rest. This may increase as you level up in this class, being 2d8 at 4th level, 3d8 at 8th level, and 4d8 at 12th level.
First Aid[edit]
At 1st level, you need to always be there for when the wounded may need you. As a bonus action, you can help an ally with less than half of their maximum hit points by making a Medicine check, which gives the target one of the following effects depending on what number you roll (in addition to the effects normally allowed by this check, like stabilizing a dying creature):
- DC12: The target will receive half of your current helping hand in Hit Points.
- DC15: You end a poisoned, blinded, deafened, paralyzed, or stunned condition or disease affecting the target.
- DC20: You roll a helping hand, the result will be doubled on the target and he will recover from
Favored Patient[edit]
At 2nd level, you have developed special methods to better treat your patients. Choose a type of favored patient: aberrations, beasts, celestials, dragons, fey, fiends, giants, monstrosities, oozes, or plants. Alternatively, you can select two races of humanoids (such as dwarves and elves) as favored patients.
You have advantage on Wisdom (Medicine) checks made to treat your favored patients, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored patients, if they speak one at all.
Medical Specialization[edit]
At 3rd level, you chose a Medical Specialization. Choose between The Perfect Doctor, Quack Doctor, Crazy Doctor, and Surgeon Of Death all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at the 7th, 11th, and 15th levels.
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.
Medical Specializations[edit]
Perfect Doctor[edit]
Chopper the doctor who will cure all the diseases in the world, by KaizokuJotei [1] |
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Quack Doctor[edit]
Hiluluk the Quack Doctor who inspired millions by KaizokuJotei [2] |
---|
{{{3}}} |
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Crazy Doctor[edit]
Hogback, the crazy doctor who experimented on the dead by KaizokuJotei [3] |
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Surgeon Of Death[edit]
Trafalgar D. Water Law, the Surgeon of death by KaizokuJotei [4] |
<!-Introduce this subclass here->
- Imbued Weapons
At 3rd level, you have learned how to imbue your weapons with energy to make your medical surgeries more effective. You can choose one weapon you have to imbue with eletric energy, adding 1d8 lightining damage in that weapon damage rolls.
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the New World Medic class, you must meet these prerequisites:
Proficiencies. When you multiclass into the New World Medic class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes