Ship Medic. (5e Class)

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Ship Medic[edit]

This isn't finished yet, and this class is for a modern campaign. Ask your Gm if a Ship Medic is a class you would like to play.

There's the brave captains of the ship, the large cooks who slip rats in their soup, the first hands of the deck--what role am I missing? Ah yes, the Medic. When pirates battle head to head, injury after injury, the Ship Medic's are the one's in the background tending to their fallen comrades.


Creating a Ship Medic[edit]

Your role as a medic is to be a healer. You stand at the sidelines, and are quick on your toes to remove the injured from the line of fire and tend to them. Outside of combat you keep your eyes on your comrades' condition, tend to their little needs with simple herbs and you study the nature's medicine in order to keep everyone happy.

When creating your Ship Medic, you should ask yourself, what put your character in this position? Were they a rebel pirate who saw all their friends die and took on the roll? Were they a healer before who always wanted to travel over the ocean? Are they trying to escape their lives? Do they want to do good out of their heart or is there a catch? Talk to your GM and try to figure it out together.

Quick Build

You can make a Ship Medic quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Charisma. Second, choose the Sailor background. Third, choose Healer's Kit, Leather armor and a small knife.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

Armor: Light
Weapons: Simple
Tools: Healer's Kit
Saving Throws: Wisdom, Charisma
Skills: Medicine, Persuasion, Survival

Equipment

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

  • If you are using starting wealth, you have 4d4 x10 in funds.

Table: The

Level Proficiency
Bonus
Features
1st +2 Healer's Charm, Medic's Knowledge
2nd +2 Heart of Steel, Medicine Creator
3rd +2 Class Feature, Master of Diseases
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4 Class Feature
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5 Class Feature
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6 Class Feature
18th +6
19th +6 Ability Score Improvement
20th +6

Healer's Charm[edit]

In order to be able to perform in emergencies, you need to have the ability to calm down the victim--it is not uncommon for a victim to be so panicked they don't want to be helped. At first level, you gain double proficiency in the Persuasion skill, and have a tendency to be well liked amongst your crew.

As well as that, you have a smile so soft you install serenity into their minds. You gain the ability to touch another humanoid and use the spell-like ability to Calm Emotions.

Medic's Knowledge[edit]

You have studied the basics, the norms, and the complicated knowledge of medicine for a while and have gained a specific set of skills from it. At first level, you gain double proficiency in the Medicine and Survival skills. You are able to treat minor and major wounds quickly with the right tools, and you have the knowledge of what herbs treat what kind of symptoms and what pastes you can make with it.

Heart of Steel[edit]

At 2nd level, you've gained the ability to be quick on your toes to help others. When not wearing any armor, your AC is equal to 10+ Your Dexterity Modifier + Your Charisma Modifier.

Medicine Creator[edit]

Also at 2nd level, you've been researching how to use herbs and create medicine. You gain a pool equal to your proficiency bonus and your wisdom modifier. That many times a day, you can create simple medications and healing ointments that can do two of the following things. -Disinfect cuts and wounds -Help the healing process of wounds -Relieve burns and blisters -Remove cold and flu -Remove motion sickness and dizziness -Calm emotions or help push sleep

Class Feature[edit]

At third level, you gain expertise in a specific set of skills. Please refer to the bottom of the page for the class features.

Master of Diseases[edit]

You have gained the knowledge to identify diseases obtained by victims by just examining their behavior. When studying a victim for diseases, you gain advantage on your Medicine checks.


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.

Class Feature[edit]

At third level, choose one of the Class Feature paths below.


Antidote Master[edit]

You are knowledgeable in the mysteries of poisons and plague. You can concout a few remedies to stop poisons from the hands of human or the hands of mother nature herself.

Antidote Creator

At third level, you carry 3 recipes of homemade antidote that can cure one of the following things per recipe. -Snake Bites -SmallPox and Measles -The Black Plague -Spider Bites -The Bird Flu (Still Deciding the rest of the list)

Angel's blood

At 9th level, you are able to conjure a healing remedy through rare herbs and chemicals. During your turn, you may jab a ally with a syringe and inject a liquid into their system that instantly heals them 4d6+ your wisdom modifier.

<!-Class Feature->

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Battle Medic[edit]

You hunger for the fight, but still know your duty to your comrades to stay by their side during battle. You decide your role, and what you play during battle. You also become more enhanced in your healing abilities.

Weapons that heal, but kill

At third level, you gain proficiency with one of the following weapons: Scimitar, Whip, or a Shortbow. After choosing your weapon, you double the Strength bonus or the Dexterity bonus--whichever applies--to your attack rolls.

During your turn, if you choose the whip, you can cover the whip in a healing remedy and attack your teammate instead. If your attack against their AC is successful, you may heal them 1d6 damage.

During your turn, if you chose the scimitar, you can use your turn to focus your weapon so it slashes at a vital organ. If you successfully hit, you may do an extra 1d6 on your next turn.

During your turn, if you chose the shortbow, you can use your turn to bring an ally closer to you. You attach a rope to an arrow, and shoot at a piece of clothing on a fallen enemy. You must make a successful strength check to pull them closer.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Ship Medic class, you must meet these prerequisites: Wisdom 14, Dexterity 13, Charisma 13

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



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