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Medic

Fighter dedicated to assisting damaged allies

Medic

 
  • Starting Equipment: 8 bandages, 4 medkits, combat knife
  • Saves: Constitution, Wisdom
  • Skills: Choose 2 from Medicine, Acrobatics, Survival, Insight, Investigation, Perception
  • Hit die: d8

Leveling

  • (1) Medical Expertise: Advantage on medicine checks for stabilizing allies, can add 1/2 prof. rounded down to healing when using healing items on an ally.
  • (2) Action Surge or Danger Sense
  • (3) Expertise: Medicine +1 other skill
  • (4) Ability Score Improvement
  • (5) Extra Attack
  • (6) Salvager: Small pieces of cloth or fabric can be used as a bandage, healing 1d6 and requiring a DC 10 Dexterity(Survival) check to successfully remove usable pieces of cloth from a source.
  • (7) Improved Critical or Second Wind or Evasion.
  • (8) Ability Score Improvement
  • (9) Combat Medic: After successfully stabilizing or healing an ally, you can fire once as a bonus action as long as the weapon isn't heavy.
  • (10) Cunning Action
  • (11) Fighting Style: Choose 1 from Defense, Dueling, GWM, Protection (can block incoming attack on a nearby ally and take the damage instead), interception, superior technique, thrown weapon fighting
  • (12) Ability Score Improvement
  • (13) Quick Heal: Medkits can be applied as a bonus action instead of an action
  • (14) Extra Attack (2)
  • (15) Medical Mastery: Can now add full proficiency bonus when healing allies.
  • (16) Ability Score Improvement
  • (17) Indomitable one use
  • (18) Lucky Healer: You can reroll one dice when healing someone and always reroll ones
  • (19) Ability Score Improvement
  • (20) Constitution score increases by 2, new max of 22. Indomitable 2 uses

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