Medic
Homebrew
Medic
Core Medic Traits
| Primary Ability | Intelligence |
|---|---|
| Hit Point Die | 1d8 |
| Saving Throw Proficiencies | Dexterity and Intelligence |
| Skill Proficiencies | Choose 2: Athletics, Acrobatics, Nature, Survival, Perception, Investigation, Science, Insight, Sleight of Hand, Stealth |
| Weapon Proficiencies | Simple Weapons and Firearms |
| Tool Proficiencies | Healer's Kit and Poisoner's Kit |
| Armor Training | Light Armor, Medium Armor, Shields |
| Starting Equipment | A one-handed Simple or Martial Weapon, Snaplock Pistol or Hand Crossbow, Studded Leather Armor, a basic Medical Bag and a Dungeoneer’s Pack. |
The newly established discipline of Medical Science has created the role of battlefield Medics, healing their fellows in combat and injecting enhancing drugs to improve their skills.
With an advanced understanding of human anatomy and physiological processes, these medics are adept at concocting poisons from available materials. Their intricate knowledge of anatomy allows them to exploit critical points on opponents dealing extra damage.
Has a Medicine Bag that contains Proficiency Bonus + Intelligence Modifier worth of Charges. You replenish your Charges during a Long Rest.
With an advanced understanding of human anatomy and physiological processes, these medics are adept at concocting poisons from available materials. Their intricate knowledge of anatomy allows them to exploit critical points on opponents dealing extra damage.
Has a Medicine Bag that contains Proficiency Bonus + Intelligence Modifier worth of Charges. You replenish your Charges during a Long Rest.
Becoming a Medic...
As a Level 1 Character:
Combat Medicine: Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Stabilize: As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Bonus Action: Dash or Disengage
Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Stabilize: As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Bonus Action: Dash or Disengage
As a Multiclass Character:
Combat Medicine: Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Stabilize: As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Bonus Action: Dash or Disengage
You receive one 1d8 Hit Dice, Light Armor, Medium Armor, Simple Weapons and Firearms Proficiency. You become proficient in Medicine if you aren't already and you can use your Intelligence Modifier if higher.
Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Stabilize: As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Bonus Action: Dash or Disengage
You receive one 1d8 Hit Dice, Light Armor, Medium Armor, Simple Weapons and Firearms Proficiency. You become proficient in Medicine if you aren't already and you can use your Intelligence Modifier if higher.
Class Features
| Level | Proficiency Bonus | Class Features | Healing Dice | Target Weakpoint | Weapon mastery |
|---|---|---|---|---|---|
| 1 | +2 | Combat Medicine, Triage, Stabilize | 1d8 | - | 2 |
| 2 | +2 | Healing Tinctures, Target Weakpoint | 1d8 | 1d4 | 2 |
| 3 | +2 | Subclass, Create Poison, Create Drug | 2d8 | 1d4 | 2 |
| 4 | +2 | Ability Score Improvement, Purge Ailment | 2d8 | 1d4 | 2 |
| 5 | +3 | Resuscitate, Extra Bonus Action | 3d8 | 1d4 | 2 |
| 6 | +3 | Invigorate | 3d8 | 1d6 | 2 |
| 7 | +3 | Subclass feature | 4d8 | 1d6 | 2 |
| 8 | +3 | Ability Score Improvement | 4d8 | 1d6 | 2 |
| 9 | +4 | Panacea | 5d8 | 1d6 | 2 |
| 10 | +4 | Reliable Medicine | 5d8 | 1d8 | 2 |
| 11 | +4 | Subclass feature | 6d8 | 1d8 | 2 |
| 12 | +4 | Ability Score Improvement | 6d8 | 1d8 | 2 |
| 13 | +5 | Improved Combat Medicine | 7d8 | 1d8 | 2 |
| 14 | +5 | Two Extra Bonus Actions | 7d8 | 1d10 | 2 |
| 15 | +5 | Adrenaline Shot | 8d8 | 1d10 | 2 |
| 16 | +5 | Ability Score Improvement | 8d8 | 1d10 | 2 |
| 17 | +6 | Subclass feature | 9d8 | 1d10 | 2 |
| 18 | +6 | Reanimate | 9d8 | 1d12 | 2 |
| 19 | +6 | Epic Boon | 10d8 | 1d12 | 2 |
| 20 | +6 | Miracle Cure | 10d8 | 1d12 | 2 |
Level 1: Combat Medicine
Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Level 1: Triage
During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Level 1: Stabilize
As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Level 1: Bonus Action: Dash or Disengage
Dash or Disengage as a Bonus Action.
Level 2: Healing Tinctures
You gain the ability to create Healing Tinctures. During Down Time or Long Rest make a Medicine Check, on a success you can create up to a number of tinctures equal to your Intelligence modifier. On a Critical Success you create double your Intelligence modifier. This consumes 1 Medicine Bag charge or the components listed per poison created. Refer to the Crafting - Medic table.
Basic Healing Tincture: These tinctures can be given to other creatures or used by yourself and stay effective for 24 hours. Consuming a tincture restores hit points equal to 1d6 + your Intelligence Modifier + Proficiency Bonus.
Level 2: Target Weakpoint
You use your knowledge of anatomy to target a weak point in a creature. You deal additional damage according to your Target Weakpoint Die with a Finesse weapon you're Proficient with once per turn.
Level 3: Medic Subclass
You gain a Medic subclass. For the rest of your career, you gain each of your subclass’s features that are of your Medic level or lower.
Level 3: Create Poison
You gain the ability to create Poison. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Poison vials equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.
Basic Poison vial: A creature that consumes a Poison vial or is hit by a melee or thrown weapon coated with it must make a Constitution Saving Throw against the crafter's DC8 + Proficiency Bonus + Intelligence Modifier. On a failed save, the creature takes 2d6 poison damage and gets the Poisoned condition for 1 minute. On a successful save, the creature takes half damage and is not poisoned.
Level 3: Create Drugs
You gain the ability to create Drugs. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Drugs equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 8, 12, and 16.
Level 4: Purge Ailment
Use a Bonus Action to cure a willing creature of the Poisoned, Stunned or Incapacitated Condition. This uses one Medicine Bag Charge.
Level 5: Resuscitate
Spend a full turn and 2 Medicine Bag Charges to revive a character that has been dead less than 1 minute. It doesn't restore limbs or severed body parts. When the character is revived it has 1 hitpoint and takes 1 level of Exhaustion.
Level 5: Extra Bonus Action
You gain an additional Bonus Action and have 2 Bonus Actions per turn.
Level 6: Invigorate
Use a Bonus Action to give a willing creature Temporary Hitpoints equal to your Proficiency Bonus and your Intelligence Modifier by spending one Medicine Bag Charge. You can only give a creature this bonus once per Long Rest.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 12, and 16.
Level 9: Panacea
Use a Bonus Action to cure a willing creature of the Blinded, Charmed, Deafened, Exhaustion, Paralyzed or Petrified Condition. This uses two Medicine Bag Charge.
Level 10: Reliable Medicine
You cannot roll under a 10 when making a Medicine Check.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic level 16.
Level 13: Improved Combat Medicine
You become an expert at healing during combat. You can re-roll one's and two's on your Healing Dice and you must take the new result.
Level 14: Two Extra Bonus Actions
You gain another extra Bonus Action. You now have 3 Bonus Actions per turn.
Level 15: Adrenaline Shot
You can administer a medical cocktail to a creature making Death Saving Throws that brings them back to 1 Hit Point, they get Temporary Hit Points equal to your Medic Level and become Hasted. This lasts for a number of rounds equal to your Proficiency Bonus. You lose the Temporary Hit Points after this effect passes and will drop back to 0 Hit Points if not healed. This consumes one Adrenaline vial.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18: Reanimate
You can reanimate the dead through Medical Science. You must spend 8 hours repairing and replacing body parts that are missing or have been damaged. The creature you reanimate will not return the same way it was before. The DM decides how this creature comes back from the dead and what features and disabilities it has.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Miracle Cure
Once per day you can cure all negative conditions and restores all Hit Points to a creature. They gain Temporary Hit Points equal to your Medic Level until their next Long Rest.
Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Level 1: Triage
During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Level 1: Stabilize
As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Level 1: Bonus Action: Dash or Disengage
Dash or Disengage as a Bonus Action.
Level 2: Healing Tinctures
You gain the ability to create Healing Tinctures. During Down Time or Long Rest make a Medicine Check, on a success you can create up to a number of tinctures equal to your Intelligence modifier. On a Critical Success you create double your Intelligence modifier. This consumes 1 Medicine Bag charge or the components listed per poison created. Refer to the Crafting - Medic table.
Basic Healing Tincture: These tinctures can be given to other creatures or used by yourself and stay effective for 24 hours. Consuming a tincture restores hit points equal to 1d6 + your Intelligence Modifier + Proficiency Bonus.
Level 2: Target Weakpoint
You use your knowledge of anatomy to target a weak point in a creature. You deal additional damage according to your Target Weakpoint Die with a Finesse weapon you're Proficient with once per turn.
Level 3: Medic Subclass
You gain a Medic subclass. For the rest of your career, you gain each of your subclass’s features that are of your Medic level or lower.
Level 3: Create Poison
You gain the ability to create Poison. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Poison vials equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.
Basic Poison vial: A creature that consumes a Poison vial or is hit by a melee or thrown weapon coated with it must make a Constitution Saving Throw against the crafter's DC8 + Proficiency Bonus + Intelligence Modifier. On a failed save, the creature takes 2d6 poison damage and gets the Poisoned condition for 1 minute. On a successful save, the creature takes half damage and is not poisoned.
Level 3: Create Drugs
You gain the ability to create Drugs. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Drugs equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.
- Increased Speed: The creature's speed increases by 10 feet for 1 hour.
- Enhanced Focus: The creature has advantage on concentration checks for 1 hour.
- Heightened Senses: The creature gains advantage on Perception and Investigation checks for 1 hour.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 8, 12, and 16.
Level 4: Purge Ailment
Use a Bonus Action to cure a willing creature of the Poisoned, Stunned or Incapacitated Condition. This uses one Medicine Bag Charge.
Level 5: Resuscitate
Spend a full turn and 2 Medicine Bag Charges to revive a character that has been dead less than 1 minute. It doesn't restore limbs or severed body parts. When the character is revived it has 1 hitpoint and takes 1 level of Exhaustion.
Level 5: Extra Bonus Action
You gain an additional Bonus Action and have 2 Bonus Actions per turn.
Level 6: Invigorate
Use a Bonus Action to give a willing creature Temporary Hitpoints equal to your Proficiency Bonus and your Intelligence Modifier by spending one Medicine Bag Charge. You can only give a creature this bonus once per Long Rest.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 12, and 16.
Level 9: Panacea
Use a Bonus Action to cure a willing creature of the Blinded, Charmed, Deafened, Exhaustion, Paralyzed or Petrified Condition. This uses two Medicine Bag Charge.
Level 10: Reliable Medicine
You cannot roll under a 10 when making a Medicine Check.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic level 16.
Level 13: Improved Combat Medicine
You become an expert at healing during combat. You can re-roll one's and two's on your Healing Dice and you must take the new result.
Level 14: Two Extra Bonus Actions
You gain another extra Bonus Action. You now have 3 Bonus Actions per turn.
Level 15: Adrenaline Shot
You can administer a medical cocktail to a creature making Death Saving Throws that brings them back to 1 Hit Point, they get Temporary Hit Points equal to your Medic Level and become Hasted. This lasts for a number of rounds equal to your Proficiency Bonus. You lose the Temporary Hit Points after this effect passes and will drop back to 0 Hit Points if not healed. This consumes one Adrenaline vial.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18: Reanimate
You can reanimate the dead through Medical Science. You must spend 8 hours repairing and replacing body parts that are missing or have been damaged. The creature you reanimate will not return the same way it was before. The DM decides how this creature comes back from the dead and what features and disabilities it has.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Miracle Cure
Once per day you can cure all negative conditions and restores all Hit Points to a creature. They gain Temporary Hit Points equal to your Medic Level until their next Long Rest.
Subclasses
You excel at surgeries in and outside of combat. Tourniquets, bone-saws or plain old stitching are second nature to you and you can heal creatures without expending Healing points.
Features
Level 3: Surgery
Use your Surgery tools to stitch up a creature. During a Short Rest you can take 10 minutes and heal a creature equal to your Proficiency Bonus + Intelligence Modifier. The creature can still benefit from triage and spending its own Hit Dice.
Level 7: Improved Triage
You can perform emergency triage in the heat of battle. When a creature is below 50% of their Hit Points you can add a free d8 to your Combat Healing.
Level 11: Bionics
You can replace a creatures limbs or organs with mechanical components. Make a Medicine Check during Down Time or a Long Rest to install the new body parts. On failure, a body part can be lost or even death can occur.
Level 17: Master Surgeon
During a Short Rest, you can restore one creature to full Hit Points. You can only perform this surgery once per creature until they've completed a Long Rest.
Use your Surgery tools to stitch up a creature. During a Short Rest you can take 10 minutes and heal a creature equal to your Proficiency Bonus + Intelligence Modifier. The creature can still benefit from triage and spending its own Hit Dice.
Level 7: Improved Triage
You can perform emergency triage in the heat of battle. When a creature is below 50% of their Hit Points you can add a free d8 to your Combat Healing.
Level 11: Bionics
You can replace a creatures limbs or organs with mechanical components. Make a Medicine Check during Down Time or a Long Rest to install the new body parts. On failure, a body part can be lost or even death can occur.
Level 17: Master Surgeon
During a Short Rest, you can restore one creature to full Hit Points. You can only perform this surgery once per creature until they've completed a Long Rest.
You excel at making tinctures, poisons and drugs from raw materials. An expert at recovering chemical components from creatures and plants.
Features
Level 3: Improved Healing Tinctures
You improve the quality of your Healing Tinctures. When you craft a Healing Tincture it gains an extra 1d6 to healing.
Level 3: Improvised Chemicals
Once per Long Rest you can craft a Healing Tincture, Poison or Drug for free without a Medicine Check. You must know the recipe and meet its Crafting requirements.
Level 7: Expert Chemist
When you succeed a Medicine Check for crafting a Tincture, Poison or Drug it automatically becomes a Critical Success.
Level 11: Recycling
You can recycle and use all kinds of unused items around the world and turn them into usable components. Make a Medicine Check to find reagents, chemicals and solutions to turn into Healing Points or components.
Level 17: Master Chemist
Your Tinctures, Poisons and Drugs are now maximized and their effects always do the maximum amount of their Dice.
You improve the quality of your Healing Tinctures. When you craft a Healing Tincture it gains an extra 1d6 to healing.
Level 3: Improvised Chemicals
Once per Long Rest you can craft a Healing Tincture, Poison or Drug for free without a Medicine Check. You must know the recipe and meet its Crafting requirements.
Level 7: Expert Chemist
When you succeed a Medicine Check for crafting a Tincture, Poison or Drug it automatically becomes a Critical Success.
Level 11: Recycling
You can recycle and use all kinds of unused items around the world and turn them into usable components. Make a Medicine Check to find reagents, chemicals and solutions to turn into Healing Points or components.
Level 17: Master Chemist
Your Tinctures, Poisons and Drugs are now maximized and their effects always do the maximum amount of their Dice.
Trained in combat and more resilient you combine fighting prowess with Medicine and knowledge of anatomy.
Features
Level 3: Combat Training
You gain Proficiency with Martial Weapons and Heavy Armor.
Level 3: Improved Target Weakpoint
You can use Target Weakpoint with any weapon you're Proficient with.
Level 7: Bonus Action Attack
You can make a single weapon attack by using a Bonus Action.
Level 7: Medical Evacuation
When you pick up a creature of your size or smaller you don't lose any Movement speed and can use the Dash action.
Level 11: Grenadier
As a Bonus Action, you can throw a bomb or grenade.
Level 17: Emergency Revive
If you're reduced to 0 Hit Points you can administer emergency Medicine on yourself. Roll a Hit Die and you gain those Hit Points. Can only be used once per Long Rest.
You gain Proficiency with Martial Weapons and Heavy Armor.
Level 3: Improved Target Weakpoint
You can use Target Weakpoint with any weapon you're Proficient with.
Level 7: Bonus Action Attack
You can make a single weapon attack by using a Bonus Action.
Level 7: Medical Evacuation
When you pick up a creature of your size or smaller you don't lose any Movement speed and can use the Dash action.
Level 11: Grenadier
As a Bonus Action, you can throw a bomb or grenade.
Level 17: Emergency Revive
If you're reduced to 0 Hit Points you can administer emergency Medicine on yourself. Roll a Hit Die and you gain those Hit Points. Can only be used once per Long Rest.

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