
Medic
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Emergency Room, Healing Expertise | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Spellcasting Ability | 2 | 2 | — | — | — | — |
| 3rd | +2 | Medic Archetype | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | 4 | 4 | 2 | - | - | - | |
| 6th | +3 | Enhanced Healing | 4 | 4 | 2 | - | - | - |
| 7th | +3 | Medic Archetype Feature | 5 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | - | - | - |
| 9th | +4 | - | 6 | 4 | 3 | 2 | - | - |
| 10th | +4 | Medic Archetype Feature | 6 | 4 | 3 | 2 | - | - |
| 11th | +4 | - | 7 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
| 13th | +5 | Field Surgeon | 8 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Ability Score Improvement | 8 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Medic Archetype Feature | 9 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | |
| 18th | +6 | Medic Archetype Feature | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Master Healer | 11 | 4 | 3 | 3 | 3 | 2 |
On the field of battle a warrior takes lethal damage and is near death. Suddenly, he comes back to life as if nothing has happened. A group
Quick Build
You can make a Medic quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Sage background.
Class Features
As a Medic you gain the following class features.
Hit Dice: 1d8 per Medic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Medic level after 1st
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Daggers, Slings, Light Crossbow, Heavy Crossbow, Simple Weapons
Tools: Medicine Kit, Herbalism Kit
Saving Throws: Wisdom, Constitution
Skills: Choose two from Medicine, Perception, Insight, Investigation, Survival and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) scale mail armor or (b) leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- A healer's kit and a medicine kit
Medic Spell Save DC
Wisdom is your ability score when using your Medic abilities. In addition, you use your Wisdom modifier when setting the saving throw DC for Wisdom abilities. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Emergency Room
You have the ability to heal your allies quickly in the heat of combat. As an action, you can use the Healer's kit to restore hit points to a creature. This restores a number of hit points equal to the creature's hit dice + your Wisdom modifier minimum of 1 hit point.) If the creature has died within the last minute, you can also use this action to restore it to life, as if you had cast the Raise Dead spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Healing Expertise
At 1st level, you gain proficiency in the Medicine skill. Additionally, whenever you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
At Level Two
Spellcasting
Preparing and Casting Spells
The Medic table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of first level and higher
You know two 1st-level spells of your choice from the Medic spell list.
The Spells Known column of the Medic table shows when you learn more confiner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the MEdic spells you know and replace it with another spell from the Medic spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Medic spells, since you learned your spells through study. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Medic spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
At Level 4
Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead
At Level 6
Enhanced Healing Starting at 6th level, your healing spells are more effective. Whenever you cast a spell that restores hit points, the target regains an additional amount of hit points equal to your Wisdom modifier (minimum of 1 hit point).
At Level 8 Ability Score Improvement
At Level 12 Ability Score Improvement
At Level 13
Field Surgeon You become an expert of healing wounds and curing diseases and poisons. You can use a Medicine kit to remove one disease or poison effect from a creature, or to restore hit points equal to its hit dice + your twice your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.
At Level 14 Ability Score Improvement
At Level 16 Ability Score Improvement
At Level 19 Ability Score Improvement
At Level 20 Master Healer You are able to heal even the most grievous of wounds. Whenever you restore hit points to a creature, it regains the maximum possible number of hit points for that spell or effect. Additionally when you use your Battlefield Medic feature to restore a creature to life, it is restored with half of its maximum hit points. Once you use this feature, you can't use it again until you finish a long rest.
Combat Medic
Medics that focus on healing allies in the midst of battle become Combat Medics.
Two for One When choosing to heal an ally you heal two targets within 15ft of you instead of one.
Combat Specialist Gain proficiency with martial weapons and heavy armor
At Level 7
In the midst of battle you give temporary hits points to your allies equal to that of your Wisdom Modifier.
At level 10 Field Medic When you use your action to cast a healing spell, you can also make a weapon attack as a bonus action. Medical Training You gain proficiency with the Medicine skill, and can use it to stabilize dying creatures without the need for a Wisdom (Medicine) check.
At Level 15
Combat Triage When you use a healing spell to heal a creature, you can target an additional creature within 5 feet of the original target, healing them for half the amount of the original target's healing.
Mobile Healer You can move through difficult terrain and past enemy creatures without provoking opportunity attacks when moving to heal an ally.
At Level 18
Overdrive Once per long rest, you can enter a state of heightened focus, allowing you to take an extra action on each of your turns. This state lasts for one minute.
Revitalizing Surge Once per short rest, you can use your action to heal all allies within 30 feet of you for a small amount (such as 1d6 + Your Wisdom modifier) and end one condition affecting them, such as being poisoned or blinded.
Plague Doctor Some medics heavily study the effects of poison and diseases to use them in combat.
Medical Expertise Gain proficiency with the Medicine skill, and add double your proficiency bonus to Medicine checks made to diagnose or treat diseases.
Plague Resistance You are immune to non-magical diseases and have advantage on saving throws against magical diseases.
At Level 7 Contagion Control You may expend a spell slot to inflict a creature with a debilitating disease . The disease can be your choice form a list that includes blindness, paralysis, charmed, poisoned.
Masked Protection You gain expertise with poisoner's kit and can craft your own protective masks that grant you resistance to poison and diseases while worn. Masks take 1 hour to craft during down time and can be worn by other creatures.
At Level 10 Epidemiology You can detect the presence and nature of diseases within 50 feet.
Antibodies You can, once per day, grant up to six creatures within 30 feet immunity to a specific disease for 24 hours.
At Level 15
Plague Bringer
Once per long rest, you can infect yourself with a powerful strain of a chosen disease. While infected, you gain resistance to all damage types except radiant and an aura of virulence that infects all creatures within 10 feet of you with the chosen disease. You are immune to the disease while infected in this way.
At Level 18
Healer's Plague Once per day, when casting healing spells you remove all diseases (status effects) and poisons affecting up to six creatures within 30 feet of you and damages any undead creatures in the area.
1st Level Spells
Cure Wounds Healing Word Sanctuary Bless
2nd Level Spells
Lesser Restoration Aid Shield Warding bond
3rd Level Spells
Mass Healing Word Beacon of Hope Revivify Protection from Energy
4th Level Spells
Aura of Life Aura of Purity Guardian of Faith
5th Level Spells
Dispel Evil and Good Greater Restoration Mass Cure Wounds Raise Dead Summon Celestial