Magic Medic (3.5e Class)
Magic Medic
The Magic Medic is a class made to be the ultimate base class for healing and such. The idea was originally generated to take advantage of the incredible intelligence of my homebrew race, the Bourgensia. However, others may see potential in this class for other races, in which case I encourage your experimentation, and should anyone find anything they deem interesting or particularly effective, i would like to hear about it.
Making a Magic Medic
This class is for healing, on the field or in the world. They are ineffective in head-to-head combat without a tank or meat shield for them to support.
Abilities
Intelligence and Dexterity are important for Magic Medics. Constitution can be useful as well.
Races
Almost any race has Magic Medics amongst its members, since every culture needs healing. Bourgensia join this class often.
Alignment
Any Non-Evil.
Starting Gold
5d4×10 gp (125 gp).
Starting Age
Simple.
Class Skills
The Magic Medic’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A magic medic who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day1 | |||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +0 | +0 | +0 | +2 | Turn Undead, Lay on Hands | 3 | 1+2 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Aura of Chaos/Law | 4 | 2+2 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | Aura of Minor Healing | 4 | 2+2 | 1+2 | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | 5 | 3+2 | 2+2 | — | — | — | — | — | — | — | |
5th | +2 | +1 | +1 | +4 | Divine Mind | 5 | 3+2 | 2+2 | 1+2 | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | 5 | 3+2 | 3+2 | 2+2 | — | — | — | — | — | — | |
7th | +3 | +2 | +2 | +5 | 6 | 4+2 | 3+2 | 2+2 | 1+2 | — | — | — | — | — | |
8th | +4 | +2 | +2 | +6 | Aura of Light Healing | 6 | 4+2 | 3+2 | 3+2 | 2+2 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | Divine Health | 6 | 4+2 | 4+2 | 3+2 | 2+2 | 1+2 | — | — | — | — |
10th | +5 | +3 | +3 | +7 | Aura of Heroics | 6 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | Improved Lay on Hands | 6 | 5+2 | 4+2 | 4+2 | 3+2 | 2+2 | 1+2 | — | — | — |
12th | +6/+1 | +4 | +4 | +8 | 6 | 5+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | — | — | — | |
13th | +6/+1 | +4 | +4 | +8 | 6 | 5+2 | 5+2 | 4+2 | 4+2 | 3+2 | 2+2 | 1+2 | — | — | |
14th | +7/+2 | +4 | +4 | +9 | Aura of Moderate Healing | 6 | 5+2 | 5+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | — | — |
15th | +7/+2 | +5 | +5 | +9 | Divine Body | 6 | 5+2 | 5+2 | 5+2 | 4+2 | 4+2 | 3+2 | 2+2 | 1+2 | — |
16th | +8/+3 | +5 | +5 | +10 | 6 | 5+2 | 5+2 | 5+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | — | |
17th | +8/+3 | +5 | +5 | +10 | Resurrection 1/month | 6 | 5+2 | 5+2 | 5+2 | 5+2 | 4+2 | 4+2 | 3+2 | 2+2 | 1+2 |
18th | +9/+4 | +6 | +6 | +11 | 6 | 5+2 | 5+2 | 5+2 | 5+2 | 4+2 | 4+2 | 3+2 | 3+2 | 2+2 | |
19th | +9/+4 | +6 | +6 | +11 | 6 | 5+2 | 5+2 | 5+2 | 5+2 | 5+2 | 4+2 | 4+2 | 3+2 | 3+2 | |
20th | +10/+5 | +6 | +6 | +12 | Aura of Serious Healing | 6 | 5+2 | 5+2 | 5+2 | 5+2 | 5+2 | 4+2 | 4+2 | 4+2 | 4+2 |
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Class Features
All of the following are class features of the Magic Medic.
Weapon and Armor Proficiency
Magic Medics are proficient with all simple weapons plus their deity's favored weapon. Magic Medics are also proficient with all light, medium and heavy armor, as well as shields, except tower shields.
Aura (Ex)
A Magic Medic of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Magic Medics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells
A magic medic casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A magic medic must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a magic meedic must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magic medic’s spell is 10 + the spell level + the cleric’s Intelligence modifier.
Like other spellcasters, a magic medic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Magic Medic. In addition, he receives bonus spells per day if he has a high Intelligence score. A magic medic also gets two domain spells of each spell level he can cast, starting at 1st level. When a magic medic prepares a spell in a domain spell slot, it must come from one of his three domains (see Deities, Domains, and Domain Spells, below).
Magic medics meditate or pray for their spells. Each magic medic must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a magic medic can prepare spells. A magic medic may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells
A magic medic’s deity influences his alignment, what magic he can perform, his values, and how others see him. A magic medic chooses three domains from among those belonging to his deity. A magic medic can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a magic medic is not devoted to a particular deity, he still selects three domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the magic medic access to two domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The magic medic gets the granted powers of all the domains selected.
With access to three domain spells at a given spell level, a cleric prepares one of the three each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting
A good magic medic (or a neutral magic medic of a good deity) can channel stored spell energy into healing spells that the magic medic did not prepare ahead of time. The megic medic can “lose” any prepared spell that is not a domain spell in order to cast any conjuration (healing) spell of the same spell level or lower.
An evil magic medic (or a neutral magic medic of an evil deity), can’t convert prepared spells to conjuration (healing) spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A magic medic who is neither good nor evil and whose deity is neither good nor evil can convert spells to either conjuration (healing) spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the magic medic turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells
A magic medic can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su)
Any magic medic, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good magic medic (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil magic medic (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral magic medic of a neutral deity must choose whether his turning ability functions as that of a good magic medic or an evil magic medic. Once this choice is made, it cannot be reversed. This decision also determines whether the magic medic can cast spontaneous cure or inflict spells (see above).
A magic medic may attempt to turn undead a number of times per day equal to 3 + his Wisdom modifier. A magic medic with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Lay on Hands (Su)
Beginning at 1st level, a magic medic with an Intelligence score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her magic medic level x her Intelligence bonus. A magic medic may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a magic medic can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The magic medic decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Chaos/Law (Su)
At 2nd level, gains her first aura. The magic medic gains the aura associated with their alignment; Aura of Chaos for chaotic medics and Aura of Law for lawful medics. Neutrally aligned medics may choose to take either aura, but their choice cannot be changed later.
Aura of Chaos affects all allies in a circular area originating at the square currently occupied by the magic medic with radius of 5 ft. per divine caster level (maximum 50 ft. at level 10). It provides a +1 insight bonus per 2 caster levels (maximum +5 at level 10) to AC to all allies within range (including the medic generating the aura). It also incurs a -1 penalty on all attack rolls made against allies (including the medic generating the aura).
Aura of Law affects all allies in a circular area originating at the square currently occupied by the magic medic with radius of 5 ft. per divine caster level (maximum 50 ft. at level 10). It provides a +1 competence bonus per 2 caster levels (maximum +5 at level 10) to AC to all allies within range (including the medic generating the aura). It also incurs a -1 penalty on all attack rolls made against allies (including the medic generating the aura).
Both effects can be generated a number of rounds per day equal the magic medic's level up to a maximum of 10 rounds per day at level 10. These rounds can be divide throughout the day as the user sees fit, so long as the total number of rounds either aura is in effect does not exceed the number of possible rounds per day. Beginning or ending the generation of any aura is a standard action that provokes attacks of opportunity, and the effects of the aura and number of rounds against the maximum number of rounds per day do not begin until the beginning of the next round, so that the round that an aura began to be generated in does not count against the number of rounds per day that the aura can be generated. When ending the generation of an aura, its effects do not end until the end of a round, so that the round an aura ceases being generated does count against the total number of rounds that aura can be generated per day. Auras do not require concentration to begin maintain or end, which means that a successful attack of opportunity when a medic begins or ends an aura does not prevent the beginning or ceasing of the aura's generation. Only a single aura can be generated at a time.
Aura of Minor Healing (Su)
At 3rd level, a magic medic gains her second aura. Aura of Minor Healing affects all allies in a circular area originating at the square currently occupied by the magic medic with radius of 5 ft. per 4 divine caster levels (maximum 25 ft. at level 20). It casts cure minor wounds on all allies in range at the beginning of each round it is being generated, but at half caster level (rounded down). This aura can be generated a total number of rounds per day equal to one-third caster level (rounded down) to a maximum of 6 rounds per day at 18th level, divided throughout the day as the user sees fit.
Divine Mind (Ex)
At 5th level, a magic medic gains a bonus equal to her Intelligence bonus (if any) on all saving throws and gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Aura of Light Healing (Su)
At 8th level, a magic medic gains her third aura. Aura of Light Healing affects all allies in a circular area originating at the square currently occupied by the magic medic with radius of 5 ft. per 4 divine caster levels (maximum 25 ft. at level 20). It casts cure light wounds on all allies in range at the beginning of each round it is being generated, but at half caster level (rounded down). This aura can be generated a total number of rounds per day equal to one-fourth caster level (rounded down) to a maximum of 5 rounds per day at 20th level, divided throughout the day as the user sees fit.
Divine Health (Ex)
At 9th level, a magic medic gains immunity to all diseases, including supernatural and magical diseases, and poisons of all kinds.
Aura of Heroics (Su)
At 10th level, a magic medic gains her fourth aura. Aura of Heroics affects all allies in a circular area originating at the square currently occupied by the magic medic with radius of 5 ft. per 4 divine caster levels (maximum 25 ft. at level 20). It provides a +2 morale bonus per 5 caster levels (maximum +8 at level 20) to all attack rolls, skill checks, and saving throws to all allies within range (including the medic generating the aura). This aura can be generated a number of rounds per day equal to one-fourth caster level (rounded down) to a maximum of 5 rounds per day at 20th level, divided throughout the day as the user sees fit.
Improved Lay on Hands (Su)
At 11th level, the amount of damage a magic medic's lay on hands ability can heal is doubled and the action required to use this ability is reduced to a move action.
Aura of Moderate Healing (Su)
At 14th level, a magic medic gains her fifth aura. Aura of Moderate Healing affects all allies in a circular area originating at the square currently occupied by the magic medic with radius of 5 ft. per 4 divine caster levels (maximum 25 ft. at level 20). It casts cure moderate wounds on all allies in range at the beginning of each round it is being generated, but at one-thrid caster level (rounded down). This aura can be generated a total number of rounds per day equal to one-fifth caster level (rounded down) to a maximum of 4 rounds per day at 20th level, divided throughout the day as the user sees fit.
Divine Body (Ex)
Upon attaining 15th level, a magic medic no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the magic medic still dies of old age when her time is up.
Resurrection (Sp)
At 17th level, a magic medic can produce a resurrection effect, as the spell, once per month.
Aura of Serious Healing (Su)
At 20th level, a magic medic gains her sixth and last aura. Aura of Serious Healing affects all allies in a circular area originating at the square currently occupied by the magic medic with radius of 25 ft. It casts cure serious wounds on all allies in range at the beginning of each round it is being generated, but at one-sixth caster level (rounded down). This aura can be generated for 2 rounds per day, divided throughout the day as the user sees fit.
Code of Conduct
A magic medic must be of non-evil alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a magic medic’s code requires that she act with compassion (not leaving the wounded, not condemning others to avoidable ends, and so forth) and help those in need (provided they do not use the help for evil or chaotic ends).
Ex-Magic Medic
A magic medic who becomes evil, who willfully commits an evil act, or who grossly violates the code of conduct loses all magic medic spells and abilities (except weapon, armor, and shield proficiencies). She may not progress any farther in levels as a magic medic. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a magic medic may be a multiclass character, but multiclass magic medics face a special restriction. A magic medic who gains a level in any class other than magic medic may never again raise her magic medic level, though she retains all her magic medic abilities.
Epic Magic Medic
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Bonus Feats
The epic magic medic gains a bonus feat (selected from the list of epic magic medic bonus feats) every levels after 20th.
Epic Magic Medic Bonus Feat List
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