Talk:Battle Medic (5e Class)
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Can someone link me to the Battle Medic spell list. Thanks. (Cleric)
Your extensive medical training has made you a more effective healer. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
- A feat level ability for free is OP
Mending Sinews Starting at 2nd level you can channel your arcane energy and heal badly wounded allies. As an action you channel your arcane energy from your body. Faint prismatic ribbons emanate from you mending the wounds of those you choose. You can restore a number of hit points equal to five times your battle medic level. Choose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This has no effect on undead or constructs (with the exception of living constructs, i.e. Warforged).
- A Ranged multi target Lay on hands is also OP.
- "You copied this over wrong. What it should say is You can restore a number of hit points equal to five times the spell slot level being expended. 5HP per spell slot split between creatures really isn't that much. At level 17, when you get your 1 and only 9th level spell you can use that slot to heal 45 hp. At 17, 45 hp is nothing. I really don't see how this is OP."
- --Scadu (talk) 19:50, 24 March 2017 (UTC)
Arcane Strike Your control of arcane energy and battle instincts allow you to imbue your strikes with arcane energy. At 8th level you gain the ability to infuse your weapon with arcane energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal and extra 1d8 radiant damage. At 14th level this extra damage increases to 2d8.
- For free a no concentration, no action economy, hunter's mark/hex. that scales.
Asclepion Battle Medic Your training has pushed your mental and physical limits to new level and your control of arcane healing reaches a new pinnacle. At 17th level when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
- With no per rest restriction?
Still no response?
- "You are absolutely right. I have 2 potential ideas to balance this. Idea 1: This ability can only be used once per Short Rest. Idea 2: Change the ability to ready, you have advantage on all healing rolls."
- --Scadu (talk) 19:50, 24 March 2017 (UTC)
I've been asked to comment on this class. I don't find it very interesting and it's just rehashing what the cleric already does, except in not a well rounded way. Saying "oh well, it uses arcane magic" doesn't really mean anything if you still use the cleric spell list with a Wisdom spellcasting ability. There are no class options. There are no exploration or interaction features. The features are single-mindedly focused on hit point restoration - nothing about treating disease or blindness or life drain or many other battlefield hazards (except for the vague "adverse conditions (disease, poison, etc.) is removed" at 10th level. Classes should be broad, not narrow. To differentiate this from a cleric, I suppose you could make it a nonspellcaster, who uses his surgery and medicine skills, and it should encapsulate more than just restoring hit points.
- "I am currently playing this class in a campaign and I am having fun with it. You are right, it is kind of single minded, but maybe think of it more as a Sub-Class of Cleric instead of a whole new class. Some parts aren't worked out perfectly, but nothing is ever completely balanced."
- --Scadu (talk) 19:50, 24 March 2017 (UTC)
- What's the point of Heavy Armor being on a feature at level 1 vs being a proficiency right away? I'm with Maramusine on this that it isn't really special. I'd rather play Wizard with homebrew archetype for healing. But other than that, there isn't really a balance issue. I'd like to help develop some archetypes though and get this thing untagged. BigShotFancyMan (talk) 11:04, 25 September 2017 (MDT)
- Frankly, features that give armor or weapon proficiencies should just be included in the class's proficiencies. While the class isn't imbalanced per say, it does include a lot of features for a class with full spellcasting. Besides that, do you have any ideas for the archetypes BigShotFancyMan?--Blobby383b (talk) 11:45, 25 September 2017 (MDT)
- I'm wanting to take some current feature improvements and work them into archetypes, one offensive/combat and the other defensive/healing. I might be a good idea to make it 3/4 caster since you all mentioning that, which I don't see an issue. Just for starters I'd make "war mage", "arcane strike improvement", and part of "front line medic" offensive & "arcane infusion improvement" and part of "front line medic" defensive. I'm working with a 3,7,11,15 breakdown as well currently. Since I'd be working "front line medic improvement" into the archetypes, I'd rename level 20 and make the reviving part its own separate solo feature. That's initial brainstorming though. Feedback? I'd like to edit/add archetype this week. BigShotFancyMan (talk) 12:27, 25 September 2017 (MDT)
- Why did you change the saves Blobby? And I'm just curious since I'm use to classes get one "physical" and one "mental" save. I also don't see an issue with "Medical Training" scaling. I agree an amount equal to battle medic level is a lot but who cares about an extra 2 hit points at level 8? 13? 20? Do you have an idea that would make this a meaningful feature? I propose an extra 2 hit points per spell level used. It too isn't a lot of hit points but good for baseline and still feels good at higher levels. BigShotFancyMan (talk) 12:58, 25 September 2017 (MDT)
- The idea to take the class and split it into a offensive and defensive class is a good idea. The only issue I have is war mage should be a class proficiency and shouldn't be a feature as I stated above. Besides that your suggestions look good, for the archetypes, but the levels may need adjusting so you don't get too many features at the same time that you are getting new spell slot levels.
- Classes don't need to have one physical and one mental save(though many classes do). I only changed it because the class previously had two common saves(Constitution and Wisdom) when it should have one common(Dexterity, Constitution, or Wisdom) and one weak(Strength, Charisma, or Intelligence) save, so you are free to change the Charisma saving throw if you wish. Your suggestion for scaling Medical Training works fine as well. Once you start moving the features around and creating the archetypes, I will also look at the formatting, wording, and balancing of the features. Finally, there is no 3/4 spellcasting there is full, half, and third only, so to differentiate this class from the cleric, I believe we could change the class to be a half spellcasting and just give the class more features.--Blobby383b (talk) 13:35, 25 September 2017 (MDT)
- lol well then, *scratch head*, half spellcasting is what I meant. I won't change the saving throws, I was just curious. I'll definitely be looking at smooth level progression but it may happen that features and higher spells fall together. BigShotFancyMan (talk) 13:48, 25 September 2017 (MDT)
- What a rewrite! Nice work. A couple things I'd like to change is getting Brusier more it's own identity. Right now, I see fighter when looking at that archetype. It's great for place holding but the Battle Medic should wash into a fighter. The curious things are why no light armor? and I think most classes get some sort of ranged option? At least a sling lol One of my ideas for Savior was going to be Sanctuary benefits on anyone who receives healing. It was a feature from another prestige class in 3.5 and I thought it'd be a neat addition for this archetype. replace mending sinews with that idea, move sinews down as well as frontline as I thought it might be higher level ability. I also thought of using double move speed and attackers have disadvantage on AOO for the Bruiser class ( more combat oriented) and the extra attack there vs a base feature. Switch Vigor and Pure mind & body as I see one offense and the other defense. Also allow Oure M&B to affect allies. Start off discussing those :) BigShotFancyMan (talk) 13:45, 27 September 2017 (MDT)
- I agree, I believe precise strikes and possibly radiant strike and battle ready could be replaced with other features. There is no light armor proficiency because the class already has two ability score features to focus on(Wisdom and Constitution) and adding light armor would mean some battle medics have to focus on 3(Dexterity) now(it basically makes it easier when leveling up and choosing ability score increases, as it is impossible to max 3 ability scores normally so you would have to pick and choose which ability score increase to improve). I can add simple ranged weapons as well nice catch. What exactly do sanctuary benefits do? Extra attacks usually should not be limited by archetype, as it usually makes the archetype that receives it much stronger than the other. The idea for Pure Mind & Body vs. Healing Vigor was that Bruisers are front liners and buff/heal themselves while Saviors help others through healing and removing conditions on others(as opposed to healing themselves, ie Saviors). Overall, I agree that at least precise strikes needs to be replaced, and am open to other changes, but believe the class is close to being completed.--Blobby383b (talk) 14:13, 27 September 2017 (MDT)
This has been rolled up for use in my Random Setting (5e Campaign Setting). I know I had a lot of initial criticisms but I imagine it's been improved since then and I'll be looking to make improvements myself. I've changed "Doctoring" to "Favored Patient" for example, hope that's okay. Marasmusine (talk) 09:32, 15 March 2019 (MDT)
- someone with as much knowledge as you would be greatly welcomed to look this over. I have forgotten much of the work we did, but I hope we did a good job. The "favored patient" is a great touch too, as well as its description. very nice. ~ BigShotFancyMan talk contributions 10:29, 15 March 2019 (MDT)
healers kit proficiency
in the tools section you give an option to take a healers kit proficiency or a herbalism kit proficiency but a healers kit proficiency does not exist. a healers kit allows you to bypass the medicine check to stablize a dying creature. That is all a healers kit does. Where a herbalism kit allows the player to create things as healing potions (maybe a healers kit)etc.