Medic
The Medic brings medical care to the patient, wherever the patient happens to be. On the field of battle, at a disaster area, or in the wilderness far from the nearest hospital, the Medic treats injuries and diseases, tends wounds, and even performs complicated surgery to save lives and ease suffering.
As a member of a team, the Medic is indispensable. They have the talent and the skill to provide excellent health care in even the most trying of circumstances. With a medical kit, a surgery kit, and a little time, the Medic can often perform the impossible - or they’ll at least do their best when no other help is nearby.
Select this advanced class if you want your character to excel at medical skills and the healing arts.
The Medic
Level | Features |
---|---|
3rd | Bonus Proficiencies, Medical Training (d8s, 4 dice) |
7th | Diagnosis, Medical Training (5 dice) |
10th | Resuscitate, Improved Medical Training (d10s) |
15th | Call to Aid, Medical Training (6 dice) |
18th | Medical Miracle, Improved Medical Training (d12s) |
Advanced Class Features
As a medic, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per medic level
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per medic level
Bonus Proficiencies
At 3rd level, you gain proficiency with your choice of two of herbalism kits, chemistry kits or surgical tools, plus your choice of Medicine or Nature.
Medical Training
At 3rd level, you learn procedures that are fueled by special dice, called medical dice.
Procedures. You learn three procedures of your choice, which are detailed under "Procedures" below. Some procedures enhance an attack in some way. You can only use one procedure per attack.
You learn two additional procedures of your choice at 7th, 10th, and 15th level. Each time you learn new procedures, you can also replace one procedure you know with a different one.
Medical Dice. You have four medical dice, which are d8s. A medical die is expended when you use it. You regain all of your expended medical dice when you finish a short or long rest.
You gain another medical die at 7th level and one more at 15th level.
Using Medical Dice. You can expend medical dice to gain a number of different benefits:
Diagnosis
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about the state of their health. The GM tells you two of the following characteristics of your choice:
- The details of any diseases the creature has.
- The details of any lingering injuries the creature has.
- The details of any madness effects the creature has.
- The details of any ability score reductions the creature has.
- Whether the creatures current hit points are more than half of its maximum hit points.
- One damage vulnerability, resistance, or immunity that the creature has.
Resuscitate
Starting at 10th level, you can spend 1 minute treating a creature that has died no more than 1 minute ago. When you do so, that creature returns to life with 1 hit point remaining and gains a level of exhaustion.
A creature can only regain hit points this way once before that creature finishes a long rest.
Improved Medical Training
At 10th level, your medicinal dice turn into d10s. At 18th level, they turn into d12s.
Call to Aid
Starting at 15th level, when a creature that you can see falls unconscious and you have no medical dice remaining, you can use you regain 1 medical die.
Medical Miracle
At 18th level, your medical prowess is unparalleled, and you can cure most afflictions. By spending at least an hour administering advanced medical aid to a creature, you can cure that creature of a range of conditions. That creature's exhaustion level is reduced to 0, it is cured of all diseases affecting it, all poisons affecting it are neutralized, and it is cured of any long-term madness effects. Additionally, you may perform one of the following effects:
- Remove any reduction to one of the target's ability scores.
- Remove all effects reducing the target's hit point maximum.
- Cure the target of one Lingering Injury (See chapter 9 of the Dungeon Master's Guide)
- Cure the target of one indefinite madness effect.
Once you use this feature, you can't use it again until you finish a long rest.
Procedures
Administer Aid. When you spend at least 1 minute administering aid to a wounded creature, you can expend one medical die to restore health to that creature. The creature regains a number of hit points equal to twice the number rolled on the medical die + your level.
Vital Strike. When you make a weapon attack roll against a creature with advantage, you can expend one medical die to attempt to strike a vital point. Add half the number rolled on the medical die to the attack roll, and additionally if the result is higher than 25 the attack is a critical hit. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Bleeding Strike. When you hit a creature with a weapon attack, you can expend one medical die to attempt to cause a bleeding injury. You add the medical die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the creature takes slashing damage at the start of each of its turns equal to the number rolled on the medical die. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the bleeding ends.
Debilitating Attack. When you hit a creature with a weapon attack, you can expend one medical die to interfere with the target's actions. You add the medical die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.
Expeditious Rest. When you spend 10 minutes caring for a creature, you can expend one medical die to have them rest quickly. The creature regains a number of hit points equal to the number rolled on the medical die, and immediately gains the benefit of a short rest and may remove one level of exhaustion. The same creature can’t be affected by this procedure again until it finishes a long rest.
Chiropractic Technique. You can expend a medical die and use a bonus action to attempt to release a creature's locked muscles. The creature can immediately make a saving throw against one effect causing them to be paralyzed or stunned, adding the medical die to the roll.
Medical Jargon. When you are attempting to convince a creature of something, you expend a medical die to use technical language to help. To do so, there must be a valid application of the language. For example, you may be trying to convince a guard that one of your allies is sick to be temporarily released from a cell. You add half the number rolled on the medical die to your Charisma check.
Avoid Injury. A small twist can be the difference between a slight nick and a fountain of blood. When another creature damages you with an attack, you can use your reaction and expend one medical die to reduce the damage by the number you roll on your medical die. Additionally, if the attack would have been a critical hit, it is changed into a normal hit.
Formulas
Formulas are a subset of the Procedures you can learn, with a few special rules. To create a formula, you must spend one minute and expend one medical die. Once created they can be applied as a bonus action. Any creature can apply a formula, either to themselves or to another creature within 5 feet. Applying a formula to an unwilling creature requires a successful attack roll.
Other than these specific rules, a formula is treated the same as a procedure.
01-FIX. This formula can patch up basic injuries. When applied to a creature, that creature regains a number of hit points equal to the number rolled on the medical dice + your Wisdom modifier.
02-NRV. This formula is a strong, short-term painkiller. When applied to a creature, that creature gains temporary hit points equal to twice the number rolled on the medical dice + your Wisdom modifier.
03-ANT. This formula is designed to nullify various poisons. When applied to a creature, one poison affecting that creature is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random. Additionally, the creature has advantage on saving throws against poison and resistance to poison damage for a number of hours equal to the number rolled on the medical die.
04-DIE. This formula contains a strong poison. When applied to a creature, that creature and takes poison damage equal to the number rolled on the medical dice + your Wisdom modifier and must make a Constitution saving throw. On a failed save, that creature is also poisoned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the poisoned condition ends.
05-MAD. This formula causes vivid hallucinations and clouds the mind. When applied to a creature, that creature must make a Wisdom saving throw. On a failed save, the creature suffers the effects of the confusion spell for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, the effect ends.
06-SLP. This formula causes temporary drowsiness and potentially sleep. When applied to a creature, if the creature has less than 3 levels of exhaustion, that creature gains one level of exhaustion. Additionally the creature must make a Constitution saving throw. On a failed save, the creature falls unconscious for 10 minutes, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
07-STP. This formula causes a temporary muscular lock. When applied to a creature, that creature must make a Constitution saving throw. On a failed save, the creature is paralyzed for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends.
08-STR. This steroid formula temporarily enhances muscular capability. When applied to a creature, that creature gains the following effects for 1 minute:
- They have advantage on ability checks and saving throws using Strength.
- They have disadvantage on ability checks and saving throws using Intelligence.
- They have a +2 bonus to melee damage rolls.
- They have a +1 bonus to AC.
09-DEX. This formula temporarily boosts a creature's immune system and resilience. When applied to a creature, that creature gains the following effects for 1 minute:
- They have advantage on ability checks and saving throws using Constitution.
- They have disadvantage on ability checks and saving throws using Charisma.
- Any damage they receive is reduced by 2.
- They have a +1 bonus to AC.
10-CON. This formula temporarily speeds up a creatures impulses. When applied to a creature, that creature gains the following effects for 1 minute:
- They have advantage on ability checks and saving throws using Dexterity.
- They have disadvantage on ability checks and saving throws using Wisdom.
- They have a +10 ft. bonus to their walking speed.
- They have a +1 bonus to AC.
Credits
Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)
Art
Source Material
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.