Medic (5e Class)

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Dedicated Healer[edit]

Medics will often be found wandering through a circuit of villages that are too poor to support a cleric powerful enough to heal major injuries and diseases, not only do they heal the injuries and illnesses that they find in their journeys they will also try educate villages in hygiene and basic first aid and report unusual diseases and afflictions to major medical institutions. A medical institution can be found in most cities although few are independent with most being part of a temple or university. Every medical institute trains new medics and researches new techniques but some will also work with the government to try improve the health of all residents (like how it is in the real world) and some work to thwart villains designing diseases to cause lethal epidemics.

Creating a Medic[edit]

Why did your character decide to become a Medic? Did you get taught by another medic or did you get taught by an institution? What is their story? What motivates you now? Is it money? A desire to help people? Or is it the only life you have lived?

Quick Build

You can make a Medic quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Guild Artisan background. Third, choose the shield over a simple weapon.

Class Features

As a Medic you gain the following class features.

Hit Points

Hit Dice: 1d6 per Medic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Medic level after 1st


Armor: Light
Weapons: Simple
Tools: Doctor's kit
Saving Throws: Constitution and Wisdom
Skills: Choose two from Persuasion, Medicine, Perception, Insight, Investigation and Survival


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

Table: The Medic

Level Proficiency
1st +2 Medical training, Curing and Disabling
2nd +2 Field Surgery
3rd +2 Medical School
4th +2 Ability Score Improvement, FS+
5th +3 Revive
6th +3 Doctor’s Authority, Medical School
7th +3 Dispel, Curing+
8th +3 Ability Score Improvement, FS+, SD+
9th +4 Revive+
10th +4 Medical School, Stimulant
11th +4 Exhaust
12th +4 Ability Score Improvement, FS+
13th +5 Resurrection
14th +5 Medical School, SD+
15th +5 Indefinite Stun
16th +5 Ability Score Improvement, FS+
17th +6 Resurrection+
18th +6 Knock Unconscious
19th +6 Ability Score Improvement, ,

FS+, Energy Synchronisation

20th +6 Full Heal

Doctor's Kit[edit]

A doctor's kit contains surgical tools that you use for some of the features It can be used as a healer's kit with unlimited uses. It costs 10 times as much as a healer's kit (50gp normally) and requires a trained crafter to make it. A healer’s kit cannot be a substitute for a doctor’s kit.

Medical Training[edit]

At 1st level, you gain proficiency in Medicine and your proficiency bonus is doubled for any ability checks made with Medicine. Hit Dice rolled during a short rest add your Wisdom modifier to the hit points they gain (thus applying to each hit die rolled).

You can heal any physical malady given you have your doctor's kit, the DM will decide on 1 to 4 of the following complications:

  • It will take [hours/days/weeks] of attention to fully heal
  • The procedure will cost a lot of gold in various remedy ingredients
  • The best you can do is help the patient live with their malady
  • You will require the help of __________
  • You will risk danger from ___________
  • The patient will suffer greatly, no longer trusting your methods

Curing and Disabling[edit]

At 1st level, you gain a pool of medical points and its maximum is equal to your medic levels plus your Wisdom modifier (minimum of 1). These medical points are used to fuel functions of the Curing and Disabling feature. If you have fewer medical points than the feature requires, you cannot use that feature.

You regain all expended medical points after completing a long rest.


As a reaction to someone failing a Constitution save against a poison within touch range, you can make a Medicine check against the same DC to make it a success,

Or as an action you can make a Medicine check against a poison DC to remove it from a creature within 5 feet of you.

You can use this feature a number of times equal to your Constitution modifier and you regain all uses after completing a long rest.

Also as an action you can remove a condition from a creature within 5 feet of yourself by spending medical points (how much depends on the condition) per hit dice the creature has and making a Medicine check against the DC they last rolled to prevent/remove that condition.

If the DC is equal or less than 10 + half your medicine bonus, you automatically succeed.

Condition; healing energy cost per targets hit dice

stun; 0

deafened; ¼

blindness; ½

paralysed; 1

At 7th level you can also cure the following conditions.

1 exhaustion level; 1

petrified; 5

And instead of curing a condition you can remove the following reductions by paying per point you are restoring

Ability score reduction; 20 per point

Hit point reduction; 2 per point

(If someone is making mulitple saves against a condition then you can cure it before comes into effect ie petrification from the flesh to stone spell)


As an action, you may perform one of the options below. The DC is 8 + your Wisdom modifier + your proficiency bonus

  • Sleep

Pay your choice of medical points to a maximum of ½ your level rounded up) and roll 2d8 per medical point spent. Acts like sleep spell centered on yourself.


Pay 1 medical point to force a target within 5 feet of yourself to make a Constitution save or fall asleep for a minute. They have advantage if they are in combat or otherwise determined to stay awake.

  • Stun

Pay 2 medical points to force a target in touch range to make a Constitution save with advantage or become stunned for 1 round.

At level 15 you can pay 10 medical points to try make them become indefinitely stunned, meaning that if they fail their inital Constitution save they make a Constitution save at the end of their turns and they are stunned until they make the save.

  • Sensory Deprivation (SD)

At 3rd level, you can pay 1 medical point to force a creature in touch range to make a Constitution save or become blinded and deafened until the end of your next turn.

At 8th level, they also lose blindsight, tremor sense, scent, balance and any other non-magical sense.

Because they have lost their balance they must make a DC 14 dex save after taking an action, or they fall prone.

At 14th level, they lose all of their senses. This includes receiving telepathy and gaining information from divination magic.

Until level 14 They don't lose a sense if that sense is magically enhanced either by spells or is naturally magical e.g. truesight, see invisibility, darkvision that can see through magical darkness but not normal darkvision.

  • Exhaust

At 11th level, you can pay 4 medical points to force a creature in touch range to make a Constitution save or gain one level of exhaustion.

  • Knock Unconscious

At 18th level, Pay 16 medical points to force a creature in touch range to make a Constitution save or fall unconscious for 2 rounds.

Field Surgery[edit]

At 2nd level, as an action you can use your doctor's kit to allow someone to use one of their hit dice to heal, you can do this your Wisdom modifier per day.

At 4th level, the first time you use this feature on someone after they complete a long rest does not consume one of your uses.

At level 8, 12, 16 and 19 increase the number of hit dice they can use to heal by 1.

Medical School[edit]

At 3rd level, you choose a Medical School. Choose between Harmful, Mental, Potions and Self Improving, all of them are detailed at the end of the class description. Your choice grants you features at level 3 and again at level 6, 10 and 14.

Ability Score Increase[edit]

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.


At 5th level, you can cast revivify without material components, you can do this once and then until you complete a long rest using this feature again costs half your maximum healing energy and what you cannot pay in healing energy you take in irreducible damage.

At 9th level, you can raise dead instead.

Doctor’s Authority[edit]

At 6th level, you use your Medicine modifier for all Charisma, Intelligence and Wisdom checks related to healing.

You gain advantage on charisma checks if you are trying convincing a creature that thinks a doctor is always right about their field of expertise and that what you are talking about is in your field of expertise.


At 7th level, as an action, you can pay 3 medical points to make a Medicine check against spellcaster DC + spell level to dispel a spell or curse affecting a creature within touch range.


At 10th level, as an action, pay 1 medical point to make a creature within touch range not fall unconscious when at 0 hit points for 1 round in the next 10 minutes. They still follow the other rules about being at 0 hit points.


At 13th level, you can cast resurrection without material components but it costs twice your maximum -1 in healing energy, what you cannot pay in healing energy you take in irreducible damage.

At 17th level, it becomes true resurrection.

Energy Synchronisation[edit]

19th level, as bonus action you can exchange any amount of medical points for 5 healing energy per medical point and vice versa (1 medical point per healing energy divided by 5).

Full Healing[edit]

At 20th level, as an action, you can fully heal a creature within touch range; all of their hit points are restored, they regain all hit dice, they can choose to remove any and all effects on them, they can stand up as a reaction and they gain the benefits of a short rest. You cannot use this ability again until you pay 25 medical points or complete a long rest.

Medic's Medical Schools[edit]


Healing is changing a creature’s body to how it should be. So all you have to do to harm someone is to change them to how it shouldn’t be.

When you make a successful melee attack you can only apply one of Inflict Wounds, Inflict Pain or Inflict Poison.

Inflict Wounds[edit]

When you make a successful melee attack you can spend healing energy to a maximum of your level to deal an equal amount of necrotic damage, and as an action you can pay 1 medical point to bind it to a piece of ammunition or weapon so that it will be applied to the next creature hit with that weapon or amunition.

Inflict Pain[edit]

Once a turn when you make a successful melee attack you can spend 2 medical points to inflict intense pain which ends concentration and they make a Charisma save or are frightened of you until the end of your next turn.

If a creature is restrained you can instead use it to torture them for a minute to get advantage on Intimidation checks against them, you can also grant others advantage on intimidation checks against them.

Inflict Poison[edit]

Once a turn when you make a successful melee attack you can spend 3 medical point to magically poison them, giving them the poison condition for a minute.

Necrotic Burst[edit]

As an action, you can make a attack roll against a creature in touch range which if you succeed you can spend spend any amount of healing energy, medical points and hit points to deal an amount of necrotic damage equal to the healing energy, hit points and 5 times the medical points you spent.


The mind can also suffer from injuries and diseases and so some medics focus on healing damage of the mind.

Calm Emotions[edit]

As an action you can pay 1 medical point to cast calm emotions without a spell slot, but it is centered on you with 10 ft range or it only affects one creature within 30ft, then you can use your bonus action to do same action.

Clear Mind[edit]

As an action you can pay 2 medical points to make a Medicine check against the original DC to cure charm, frighten or any effect that says that it does not work if they are immune to charm or frighten.

Mental healing[edit]

You can remove mind control and madness Action for short term madness, 10 mins for long term madness, day for permanent madness Can make them feel bliss and happiness

This feature is not finished

Permanent Aura[edit]

You are permanently under the effects of detect thoughts but with a range of 10ft and creatures you choose within 10ft of you have the charm and frighten condition suppressed. You also gain 60ft telepathy.


Medics can’t be where they are needed all the time, so some find it a good idea to create or enchant potions that they can be handed around for when healing is needed but they are not around.

Create Healing Potions[edit]

You gain proficiency in Herbalism kit

When you use your healing energy or cast spare the dying you can target a dose of nonmagical water and when a creature drinks that water then they are treated as if they were the target, the water loses its effect when you complete a long rest

Using a Herbalism kit you can make potions that heal nx2(1d4+1) hit points

Where n is the rarity of the ingredients, where common is 1, uncommon is 2, ect

Places that CR 0-5 monsters inhibate have common ingredients.

Places that CR 5-10 monsters inhibate have uncommon ingredients and so on so forth

During a short rest you can make 1 potion, during a long rest you can make up to 4 potions or you can take an hour to make 1 potion.

Potions made with this feature last a week before losing potency.

Instead of the normal benifits of a short rest you can make a DC 10 Wiz check to find 1 set of ingredients.

Others can also search but they have disadvantage unless they have survival proficiency due to unfamiliarity with foraging.

You will often find ingredients in creatures lairs. (You will need to talk to the DM about rewarding you with ingredients for looting monsters lairs)

You can make 5 potions that heal 1 hit point instead of making 1 common potion

Bolster Health[edit]

When you heal using healing energy you can choose for some or all of the healing to give temporary hit points and when you make potions you can decide to make them give temporary hit points instead of healing. All temporary hit points from this feature last 10 minutes.

Improved Enchanting[edit]

When you use your Stimulant, Curing or Disabling features you can target a dose of nonmagical water.

When a creature drinks water enchanted with your Stimulant feature then they are treated as if they were the target.

When you use you Curing feature on water you choose then how much healing energy you are spending on it then when a creature drinks it chooses what condition to try cure, if the healing energy cost is less than the healing energy you had given the potion and the DC is equal or less than 10 + half your medicine bonus then the condition is removed and the potion retains any healing energy that is not spent on the cure, if the DC is too high or there is not enough healing energy the potion is lost with no effect.

When a creature drinks water enchanted with your Disabling feature then they are treated as if they were the target, the water can also be applied to a weapon or 2 pieces of ammunition and any creature hit with those weapons or ammunition within 10 minutes are treated as if they were the target.

In all cases the water loses its effect when you complete a long rest.

Greater Enchanting[edit]

When you use your Dispel, Revive or Resurrection features you can target a dose of nonmagical water and when a creature drinks that water then they are treated as if they were the target, when water enchanted with true resurrection is drunk by a living being then they can cast true resurrection, the water loses its effect when you complete a long rest.

Self Improving[edit]

Using your knowledge of bodies that you gained as a medic with the familatory you have of your own body, you create ways of improving yourself to become tougher and more resilient.

Self Improving[edit]

Whenever you get the ability score increase feature as a medic you get +1 to Strength, Dexterity or Constitution,

You gain proficiency in Dexterity and Strength saves and

You auto stabilize, so 3 failed death saving throws will not kill you and anything that would normally stabilize you heals you to 1 hit point instead.

Resistant Body[edit]

You gain resistance to non magical pircing, slashing and bludgning and poison damage and advantage against blind, deaf, stun, diseases and poison.

Improved Resistant Body[edit]

You gain resistance to all pircing, slashing and bludgning, cold, fire and acid damage and advantage against paralysis, exhaustion, petrification

Greater Resistant Body[edit]

You gain resistant to all damage and advantage on all Constitution saves

Spare Features[edit]

Features or ideas that I have not put into the class. Can be used to replace the features in this class that do not fit your campaign e.g. revive.

Suppression; if they have a condition that cannot be removed normally then curing it suppresses its effect for an hour (or so) ie dehydration exhaustion

Medicines; can make painkillers and antibiotics and other real life drugs, have not figured out the mechanics

Song of rest with a different name

Casting death ward without spell slots

Sense life

You can use your (bonus?) action to take the dash and disengage action

You can choose to gain the effects of the disengage (or dodge?) action without using your action but then you can only heal

Healing non standard and plot relevant problems[edit]

Here will be suggestion about healing non standard injuries and ideas about what a healer can do to a plot relevant health issue without turning a multi session adventure into a couple of skill checks.


Amputations are (very likely) the most common non-standard injury, the dungeon masters guide has the sword of sharpness and the vorpal sword magic items which can cause amputations so I am going to start with it.

First, you need to know (or decide) how much the body part is damaged, was it so cleanly removed that the patient does not feel any pain or did it come off when they were hit with a massive force like an explosion or a giants club. This will determine if it can surgically reattach it, or if it also requires some magical healing and or recuperation time or if it is so damaged that you know (or the DM says) that you are better off just trying to regenerate the lost part.

You also need to think that even if you can’t reattach or regenerate a lost part what else can be done to help, maybe the patient is bleeding out from the injury so that needs to be stopped or if it is an organ how are you going to deal with it, maybe you cut one of their arteries, magicly collect their blood and perform the function of whatever organ they lost and then return the blood back into the artery, or they lost a significant portion of their body so if the wound was just healed over the blood that would go to the lost part of the body just collects underneath the scar and cause major swelling so the artery should be connected to the vein.


Dealing with a exotic illness or stopping the spread of a plague are not rare plot lines so having a class that can just end a disease would make the campaign boring so you can change the effects of the curing feature just for that disease to only partially curing the disease by for example extending the duration of the disease, countering the symptoms, reducing DC, countering fails and so on


Prerequisites. To qualify for multiclassing into the Medic class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Medic class, you gain the following proficiencies: None, It is given as a class feature

When you multiclass the hit points you gain from other classes is not added to your healing energy's maximum

If you have chosen the self-improve school then you do not get the bonus ability score increase when you gain the ability score improvement feature from other classes

Doctor's Tools (5e Equipment)

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