Medic, Variant (5e Class)

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Meet The Medic

The Medic is a dedicated healer for those who are willing to sacrifice damage output to make your party unstoppable. Medics use their actual knowledge of science and medicine rather than relying on that disgusting. Wretched. Unholy. Widerlich. Magic, unlike their cleric and paladin counterparts. They are generally much smarter as well. Don't let the name fool you though, they are more than capable fighters, using their knowledge of biology to damage specific and vital parts of their opponents. Most of all, they can make their party unstoppable killing machines.

Creating a Medic

Why did you decide to become a Medic? Where you a mad scientist with just a bit too much time on their hands? Did you have a medical license, but sacrificed it to conduct inhumane experimentation? Or did someone in your party whine about having no skill, and voting to kick you if you didn't change? These are questions to consider when making your Medic.

Quick Build

You can make a Medic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Mercenary background. Third, choose any simple weapon.

Class Features

As a Medic you gain the following class features.

Hit Points

Hit Dice: 1d8 per Medic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Medic level after 1st

Proficiencies

Armor: Light
Weapons: Simple, medical
Tools: Alchemist's supplies, surgical equipment
Saving Throws: Constitution, intelligence
Skills: Choose 3 from any intelligence based skills.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any simple weapon
  • Styringe gun
  • Medigun
  • Alchemist's Supplies

Table: The Medic

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st+2<!-Class Feature1->
2nd+2<!-Class Feature2->
3rd+2<!-Class Feature3->
4th+2Ability Score Improvement
5th+3
6th+3
7th+3
8th+3Ability Score Improvement
9th+4
10th+4
11th+4
12th+4Ability Score Improvement
13th+5
14th+5
15th+5
16th+5Ability Score Improvement
17th+6
18th+6
19th+6Ability Score Improvement
20th+6

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

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Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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