Base Class: Cleric
Unlike classic clerics, the medic isn't a holy warrior adventuring in the name of their god, per se. Instead, the medic applies advanced technologies and the sciences to aid the wounded and protect themselves and those around them. Instead of wielding a symbol of faith, they instead have a handheld device full of software (spells) that they charge overnight (while resting) and then program to fit their schedule as their day begins (spell preparation). While a medic can still perform mundane medicine rolls, they are as ineffective as a cleric missing their holy symbol and they are separated from their tablets.
Laser Pistol Ownership
You have access to a laser pistol with a limited number of shots (unless you can find a way to charge the weapon).
You gain the laser pistol feat.
Well Trained
Also starting at 1st level, your healing programs are more effective. Whenever you use a program 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.
Special Program: Preserve Life
Starting at 2nd level, you can use a special program on your tablet (Channel Divinity) to heal the badly injured.
As an action, you present your tablet and evoke healing energy that can restore a number of hit points equal to five times your 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 of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing programs you use on others heal you as well. When you use a program of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Radioactive Discharge
At 8th level, you gain the ability to infuse your weapon strikes with radioactive energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a program, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Previous Versions
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Coming Soon
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