Artificer
Base Class: Artificer

"Patient? Specimen? Blur to me."
- Anonymous Medic

Medics are widely considered mad geniuses. Capable of creating miraculous devices to heal and support any of their allies, but completely and utterly insane. Tales have been spread of Medics stealing their patients hair, skeletons, and whatever they think they could get away with! However, despite their... flaws, Medics are a godsend to have on the field, healing fatal wounds with nary a thought, enhancing ones strength and allowing them to resist all manners of harm.

This subclass is based on the Medic from Team Fortress 2. I do not own Team Fortress 2, Valve, or any of their associated trademarks.

Medigun

The Medigun, a magical device that marks a Medic apart from other magical healers. While other healers tend to place all their focus into a variety of healing spells, Medics have a few Mediguns that can cover several situations, and do it very well.

Medigun
On your turn, you may use a bonus action to select a healing target (hereby referred to as your 'patient'). Also select a Medigun (of your prepared Mediguns) to be used on the patient. On the beginning of your turn, if you have a patient selected, heal them by the Medigun's passive heal rate. If your patient is at full health, add temporary hitpoints equal to the Medigun's Overheal rate. Temporary hitpoints caused by Overheal can never go over 50% the patient's maximum health. Unless specified otherwise, you may only have one patient at a time.

Additionally, as a bonus action, you may choose to switch the Medigun being used on a patient (selecting from your prepared Mediguns).

Ubercharge
Every time you heal a patient using a Medigun, roll a d4. Add that number to your "Medigun Charge". Your Medigun Charge resets to 0 if you take a rest or drop to 0 hitpoints. Your Medigun Charge cannot be more than your class level. Each Medigun's Ubercharge costs Medigun Charge, but each have different amounts. You must separately activate Ubercharge for each Medigun being used. (For example, if you are healing two people with Medigun #1 and another person with Medigun #2, if you activate Medigun #1's Ubercharge, it will activate for both patients of Medigun #1. However, you would have to spend additional Medigun Charge to activate Medigun #2's Ubercharge.)

At 3rd level, you may have one Medigun active. You may change the Medigun you have active immediately after a long rest.

At 10th level, you may have two Mediguns prepared at once.

At 15th level, you may have three Mediguns prepared at once.

Kritzkreig

A Medigun focused on massively increasing the power of its patients. This Medigun's passive heal rate is 1d4 + your Wisdom modifier. Its overheal rate is 1d4.

Ubercharge
The classic Ubercharge. On your turn, you may choose to spend 6 Medigun Charge to activate the Kritzkreig's Ubercharge on your patient(s). Until the end of your next turn, your patient(s) decrease the highest required roll for a critical hit by 5 (e.g., from 20 to 15). Once the Ubercharge should end, you may choose to spend an additional 4 Medigun Charge to prolong the Ubercharge until the end of your next turn. You may not prolong Ubercharge if you have already prolonged this instance of the effect.

Gain the following benefits as you level up in the class:

At 6th level, you have enhanced the passive efficiency of your Medigun, increasing the passive heal rate to 2d4 + your Wisdom modifier.

At 9th level, you have modified your Medigun to be able to remedy some afflictions. When you heal your patient, if they have any of the following conditions, remove them (blinded, poisoned, paralyzed). Additionally, increase your  passive heal rate to 3d4 + your Wisdom modifier and Overheal rate to 1d8 + your Wisdom modifier. Additionally, increase the amount your Ubercharge lowers to get a critical during your Ubercharge to a 9 (e.g., from a 20 to an 11).

At 15th level, you have further enhanced your Medigun's efficiency, increasing the passive heal rate to 3d8 + your Wisdom modifier and Overheal rate to 2d6 + your Wisdom modifier. 
Additionally, increase the amount your Ubercharge lowers to get a critical during your Ubercharge to a 12 (e.g., from a 20 to an 8).

Quickfix

A Medigun focused solely on healing, and getting it quickly. This Medigun's passive heal rate is 2d4 + your Wisdom modifier + your proficiency bonus. It has no Overheal.

Ubercharge
An Ubercharge for those whose Party can't stay out of trouble. On your turn, you may choose to spend 3 Medigun Charge to activate the Quickfix Medigun's Ubercharge on your patient(s) and yourself. Until the end of your next turn, double all healing from you. Once the Ubercharge should end, you may choose to spend an additional 3 Medigun Charge to prolong the Ubercharge until the end of your next turn. You may not prolong Ubercharge if you have spent at least 9 Medigun Charge on the initial activation and prolonging the effect.

Gain the following benefits as you level up in the class:

At 6th level, you have enhanced the passive efficiency of your Medigun, increasing the passive heal rate to 3d6 + your Wisdom modifier + your proficiency bonus.

At 9th level, you have modified your Medigun to be able to remedy some afflictions. When you heal your patient, if they have any of the following conditions, remove them (blinded, poisoned, paralyzed). Additionally, increase your passive heal rate to 3d8 + your Wisdom modifier + your proficiency bonus.

At 15th level, you have further enhanced your Medigun's efficiency, increasing the passive heal rate to 4d10 + your Wisdom modifier + your proficiency bonus.

Stock Medigun

The original Medigun. Invented by the first Medic, this tool is an indispensable part of any Medic's armoury. This Medigun's passive heal rate is 1d4 + your Wisdom modifier. Its overheal rate is 1d4.

Ubercharge
The classic Ubercharge. On your turn, you may choose to spend 4 Medigun Charge to activate the Stock Medigun's Ubercharge on your patient(s) and yourself. Until the end of your next turn, both you and your patient have resistance to all damage and advantage on all saving throws. Once the Ubercharge should end, you may choose to spend an additional 2 Medigun Charge to prolong the Ubercharge until the end of your next turn. You may not prolong Ubercharge if you have spent at least 10 Medigun Charge on the initial activation and prolonging the effect.

Gain the following benefits as you level up in the class:

At 6th level, you have enhanced the passive efficiency of your Medigun, increasing the passive heal rate to 3d4 + your Wisdom modifier.

At 9th level, you have modified your Medigun to be able to remedy some afflictions. When you heal your patient, if they have any of the following conditions, remove them (blinded, poisoned, paralyzed). Additionally, increase your  passive heal rate to 2d8 + your Wisdom modifier and Overheal rate to 1d8 + your Wisdom modifier.

At 12th level, your Ubercharge now gives immunity to all non-magical damage.

At 15th level, you have further enhanced your Medigun's efficiency, increasing the passive heal rate to 3d10 + your Wisdom modifier and Overheal rate to 3d6 + your Wisdom modifier.

Medic Spells

3rd-level Medic feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Medic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Medic Spells

Artificer Level Spell

3rd

shield, cure wounds

5th

aid, ray of enfeeblement

9th

revivify, remove curse

13th

death ward, blight

17th

reincarnate, mass cure wounds

 

Self-Repair

As a Medic, you need to keep yourself topped up in order to keep your team alive! Beginning at 3rd level, you passively recover some of your health constantly. At the start of your turn, you may recover a number of hitpoints equal to your Artificer level.

Uber-Saw

At 5th level, you can extract the vital essence that powers your Ubercharge from living creatures. When you damage a creature using a melee attack, you may gain 3 Medigun Charge.

This number increases to 5 Medigun Charge at 10th level.

Crusader's Crossbow

9th level Medic Feature

Sometimes, you wish you could just hit your reckless, accident-prone party members. Thankfully, you can do just that and still heal! When you make an successfully hit creature, if it is friendly towards you, heal it for an amount of Hitpoints equal to your Artificer level + your Wisdom modifier + your Proficiency modifier instantly.

Additionally, you now may have up to 2 patients.

Energy Shield

15th-level Medic feature

Your Mediguns now project some of their energy to shield you and your allies:

  • You and your allies have half cover while within 10 feet of you while you have a patient, as a result of a crackling field of magical energy that the Medigun projects.
  • As a reaction, when you or your patient(s) roll a saving throw, you may add your Artificer level divided by 2, rounded up, to the roll.
  • You may have up to have three patients

Comments

Posts Quoted:
Reply
Clear All Quotes