A downloadable Subclass

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When you live in a world where clerics and druids can summon the forces of the multiverse to soothe and aid their allies, few adventurers put their time and training into learning the ways of practical medicine. Medics are the exception - doctors and practitioners who have chosen to rely on their wits and wills to save lives rather than their faith and devotion. After all - who needs Gods when you have bandages and fantasy-aspirin? 

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Updated on 12/02/2024:

  • Changed the +1 hit point feature from Healer's Kit Expertise from a Bonus Action to an Action. The Medic can still use their bonus action to stabilize a creature with a charge of the healer's kit, but will need to use their full action to give them +1hp. This feature was designed to pop an ally back up rather than stabilizing them, but the original bonus action use-case could allow a Medic to bring their ally back into consciousness and then juice them up with temp HP with Field Medicine in a single turn. Now, Medics will need to be more purposeful and strategic with how they use this ability.
  • Updated the Emergency Supplies feature so that Medics will no longer have to choose an effect ahead of time, and can use whichever option they want before needing a long rest. Cleansing Salve, while potent, is far more situational than Adrenaline Shot or Painkillers, meaning players would be unlikely to prepare the Salve ahead of time. Now, Medics have greater flexibility in choosing the right high-level ability for their adventuring needs.
StatusReleased
CategoryBook
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorEthan's Magic Emporium
Tags5e, artificer, dnd, Homebrew, medic

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Click download now to get access to the following files:

Medic - Artificer V1.2.pdf 3 MB
medic.png 1 MB

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Really dig this!