Artificer Specialization: Field Medic

by IronstarEstate

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Artificer Specialization: Field Medic

Field medics are the arcane compromise between divine healers and skilled physicians. A field medic is trained to administer first aid in high stress situations, utilizing both magic and medicine in order to treat injuries in the field. Field medicine, or better known as first aid, is an old concept for society but a fairly new artificer tradition.

Medic Pack

When you adopt this specialization at 3rd level, you can perform a 10 minute ritual to designate a Healer's Kit you touch as your Medic Pack. A Medic Pack is still considered a Healer's Kit but it also gains the following properties:

  • A Medic Pack can be used as a spellcasting focus.
  • You can stabilize a creature that has 0 hit points using your Medic Pack as an action without expending any uses.
  • A Medic Pack regains all expended uses after a long rest.

You can perform this ritual again to designate a new Medic Pack or summon your current one.

Field Medic Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Field Medic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Field Medic Spells
Artificer Level Spell
3rd Healing Word, Heroism
5th Misty Step, Warding Bond
9th Beacon of Hope, Remove Curse
13th Aura of Purity, Dimension Door
17th Greater Restoration, Rary's Telepathic Bond

First Responder

Beginning at 3rd level, your training as a field medic grants you the following benefits:

  • You gain proficiency in heavy armor.
  • You have advantage on initiative rolls.
  • Your speed is not halved when carrying, dragging, or grappling willing creatures.

In addition, you can apply first aid to a wounded ally. As a bonus action, you can spend one use of a Healer's Kit to restore hit points equal to your proficiency bonus number of d4s + your Intelligence modifier to a creature you touch. Alternatively, you can spend 3 uses of a Healer's Kit to end the blinded, deafened, paralyzed or poisoned condition affecting a creature you touch as an action.

Once a creature has benefited from this feature a number of times equal to your Intelligence modifier, they cannot do so again until they finish a long rest.

Walking Pharmacy

By 3rd level, you can spend 1 hour magically creating convenient and effective medicines. You spend a spell slot of 1st level or higher to create a dose of medicine with one of the following effects:

  • Elixir. Grant temporary hit points equal to spell slot level number of d6s + your Intelligence modifier that lasts for 1 hour.
  • Restorative. Restore spell slot level number of d8s + your Intelligence modifier hit points.
  • Stimulating Tincture. Grants advantage on ability checks and saving throws for a number of rounds equal to twice the spell slot level you expended.
  • Dulling Tonic. Grants resistance to bludgeoning, piercing, and slashing damage for a number of rounds equal to twice the spell slot level you expended.

You can create this medicine during a short or long rest, and you can create more than one dose of medicine every time you do this, expending a spell slot for each dose created. Each dose of medicine lasts for 1 day or until administered. A creature may administer this medicine as an action to themselves or another willing creature within 5 feet of them.


When you reach certain levels in this class, you can create medicine of a certain spell slot level without expending a spell slot:

  • 1st level spell slot at 5th level
  • 2nd level spell slot at 9th level
  • 3rd level spell slot at 13th level
  • 4th level spell slot at 17th level

You can create medicine this way a number of times equal to half your proficiency bonus, rounded down. You regain all expended uses of this feature after you finish a long rest.

Field Training

Starting at 5th level, you become a more effective field medic.

When you take the Attack action, you can administer a dose of medicine as part of that action.

In addition, your training as a field medic grants you superior knowledge about how to aggravate injuries. Once per turn, when you hit a creature with a weapon attack, you can deal additional damage equal to your proficiency bonus number of d4s. You can only deal this additional damage if the creature doesn't have all its hit points.

Veteran Medic

Starting at 9th level, you have learned how to maximize the utility of the tools you have on hand.

You can use your Medic Pack to bolster your healing. When you restore hit points to a creature within 30 feet, you can expend uses of your Medic Pack to increase that healing by 1d4 for every use expended.

Surgical Precision

Also at 9th level, you gain occasional moments of hyperfocus when treating patients.

When you restore hit points using your First Responder feature, you can use the highest number possible for each die. This benefit also applies to any additional dice provided by the Veteran Medic feature.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Medical Science

Starting at 15th level, your mastery in field medicine is unparalleled:

  • Any medicine you create now restores hit points equal to your artificer level in addition to its original effect.
  • You gain a new option when creating medicine: "Panacea. Return a creature that has died no longer than spell slot level number of rounds to life with 1 hit point."
  • Diligent research has gifted you the ability to supercharge the medicine you produce. You can spend 10 minutes to modify one dose of medicine you have to double either the number of dice rolled or the duration of the effect. You can only have one supercharged dose of medicine at a time. Once you use this feature, you cannot do so again until you finish a long rest.

Credits

Subclass by: u/ScionofHouseIronstar

Medicine case art by: Anna Shulgina on artstation.com

Medic art by:Swim bit on artstation.com

 

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