Hey everyone, I just recently made my first time homebrew class. I felt that while there are classes that do healing, none of them are very well dedicated to it, and tend to be half-healers at best usually. Please feel free to view my new class below and let me know if there are any issues.
Hi! Yes, an entire classe dedicated to healing is unusual, but mainly because d&d doesn't use things like long term wounds an severed limbs. It is just too much.
Would you really try to balance a class so unidirectionnal ? Most of the abilities Will Never be used.
This reply feels heavily focused on what I assume is the surgeon subclass. While yes its true you do not typically face long term wounds or severed limbs, I would counter with saying that you may be missing out on some creative encounters and problems. Until now there was no real game mechanic to resolve a severed limb (that I know of). If this did happen, your DM would have to improvise a solution on the spot. Now you can have a reliable solution. And that goes for any of the features you say will never be used. Dnd isnt only about traps and fighting. Healing is often overlooked and simplified, where it could be used as another tool to add flavour and challenge to encounters.
Now I totally understand your concern, I absolutely had the same thought when I made the feature. However reattaching limbs is a very small portion of this class, and even the Surgeon Subclass. Just another tool in the toolbox that can add a cool encounter or just plain flavour.
This class is not going to be for everyone and every campaign. Just an idea to fill a problem my players continuously face: not enough healing gets done. Even classes that are considered to be healers, like Clerics, often kinda suck at it, and only really rely on spells to do it. To rely only on spells is far to easy and lacks creativity. And I as a DM can easily exploit a player using only spells.
Thank you for you feedback, I really appreciate your time. Please let me know if you have any further questions or concerns with the class.
Major issue: Magic and nature healing are implicitly different and yours abilities boost both. Bonuses to WS checks is only useful for medecine checks (but you can forgo the 2 cantrips and still get gains from your class abilities).
level 3: Checkup cannot be used every round without ressources spending. Spells otherwise will be useless and all other features you may add is worthless because you will heat 100% of the hp between combats.
simply add a limit: WS mod per short rest is fine- like older versions medic kit, but 'encounter' is no longer a d&d5 concept.
medic bag is just a bag ? The only mecanism is the +1 to ws skill checks ? If you choose a medical and not a natural career, why bothering adding ws for medicine checks ?
Level 5 and level 11 are early and mid-game capstones. Your level 5 is way too weak. And a bigger bag can be bought at the corner store for a few silver pieces...
(I would rather boost your level 9 ability at level 5, but if you insist) Your medic has d8, so he is active. Just boost your level 5 to boost your mobility AND remove what hinder your patient, like paralysis... again, why using a bag if you prefer spells ?
level 6: spells need no advantage... a magic bag is just for nature healers ?
level 10- a magic item as a class ability is a strange idea. Everything should fit in it. Moving a human to the bag microverse's safety can be cool-- a safe haven, better than sanctuary spell.
Triage is fine! Add a bonus if your diagnostic is for an ally. extra hp from spells or nature healing
guardian: just move to a safe haven with your patient to heal him!
drugs: add a limit. Once per ally per long rest ? Mixing drugs is bad IRL
professional care: useless if you use spells
doctorate- Heal is a level 6 spell than can be available then!
tent:
LEVEL 10 — HEALING TENT
Healing Tent 10th-Level Medic Feature
As a Bonus Action, you deploy a magical medical tent centered on yourself, creating a temporary safe haven fitting 2 creatures in a 10’ radius for 3 rounds. The tent forms a sealed magical barrier: Nothing can enter or leave the area (attacks, objects, spells, or effects) The creatures inside are removed from combat (the creatures inside cannot target anything outside, and cannot be targeted from outside). A creature can leave the tent willingly, but cannot re-enter it for the duration.
Inside the tent: Creatures at 0 Hit Points inside the tent become stable automatically- They no longer make death saving throws. After spending 3 consecutive rounds inside the tent, A creature spend hit dice to heal as if they had spent a short Rest A creature can benefit from this feature only once per activation. After benefiting from the Emergency Rest The creature has initiative count 1 for the rest of combat
Can use this ability once per long rest.
LEVEL 13 — IMPROVED HEALING TENT
Your mastery of battlefield medicine enhances your tent into a supernatural emergency ward. Radius increases to 15 feet , fitting 6 creatures. The Short Rest is gained after 2 rounds instead of 3 The creature regains additional Hit Points equal to your Wisdom modifier At the end of the Short Rest, a creature can end one of the following conditions affecting it: Poisoned , Frightened , Charmed and one nonmagical disease
The intent of this class is to be able to perform both magical and non magical healing. They are suppose to be multi purpose so they always have an option to heal, since that is their main function. Second the purpose of Professional Opinion is to lay out how a character will intend to play this character, its mainly just flavour with a few early benefits. A player might still need Nature Checks in order to gain materials for there Medecines. This functions very similarly to Druids Level 1: Primal Order.
Level 3: Checkup. Your concern about Checkup doesnt really make sense. You seem to be very concerned about the mechanics when theres really no issue here. Call it magical, call it non-magical, doesnt really matter to me. Im not sure if youre under the impression that Checkup uses material, because theres no reason it needs to. I also see no need to add a cap on uses, the feature isnt powerful enough to limit uses.
Im also not sure what youre talking about when you mention encounters, and it not existing in the newest versions of dnd. I genuinely have no idea what youre referring to.
Yes a medics bag does start out as any bag the player wants it to be. And yes, I will admit mechanically speaking it doesnt have a strong position. But its not only about mechanics. Its the flavour of the class to add some realism. Its a kit that mechanically functions as all the items inside it and allows the character fast access to medical supplies. However, most importantly, it functions as as a spellcasting focus. Just as a stick can be for a druid. It might not be important, mechanically speaking, unless a DM decides to try to take it away through some sort of trap or battle. Now your characters might have a hard time casting spells. Having a Medics Bag seperates it from the other adventuring gear and backpacks and makes it unique. And it seems youre trying to seperate a medical career and a natural career as tho they were seperate. To reiterate, that is not the point of Professional Opinion. Nor does it make sense how you word it.
Level 5: Swift Rescue would be very comparable to a Ranger level 6, so to call it weak lacks a lot of explanation and basis.
Level 5: Medics Bag Improvement. And again you have over looked the spell casting focus portion of the Medics Bag. Its just another way for the player to carry more items specifically suited to the class. However you do make a good point in that a better mechanical could be added at level 5.
Level 9: Trauma Bag cant be added too early or else features become unbalanced. Trauma Bag is a fairly strong feature. It makes it a lot harder to actually lose players in hard combat scenerios.
Level 6: Prepare for the Worst has nothing to do with spells for one. And secondly youre very much painting this class into black and white categories. This class is not about only casting spells to heal or only using natural medecine. Its about using both, which is clearly stated in the Medic introduction and throughout the class features. A player may choose to have a preference, but ultimately still have access to both magical and non-magical healing.
Level 10: Medics Bag Improvement. Again, this is meant to feel special and specific to the class. It meant to be improved so the player can hold a near limitless amount of medical supplies. This is easier for players to organize equipment and track things appropriately. I will. However consider adding additonal bonuses to the bag as youve suggested.
Level 13: Patient Guardian. To believe you can always simply move your patient in combat to a safe place, is very naive, even in a fantasy game. Its not always going to be possible and youve entirely missed the purpose of the mechanic in terms of its function and flavour in combat.
Level 14: Administer Drugs. You are totally correct I did miss a limit. Thank you for noticing that. I will make that change.
Level 17: Professional Care. Again you have missed the point, as ive explained earlier. Not useless. Be creative. Youre ignoring a lot of interesting and cool scenerios. Its not black and white.
Level 20: Doctorate. I will consider adding another effect.
Thank you for your ideas. Theyre pretty cool, I will consider them.
Thank you again for your time. I hope ive answered all your questions and concerns. Im not sure you understand all of the mechanics ive laid out here. This class has a lot to offer in terms of versatility, and of course, primarily, healing. Its not meant to be a caster or not a caster.
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Hey everyone, I just recently made my first time homebrew class. I felt that while there are classes that do healing, none of them are very well dedicated to it, and tend to be half-healers at best usually. Please feel free to view my new class below and let me know if there are any issues.
Thank you!
https://docs.google.com/document/d/1CBF-ymP8H883hQogcdetuEB3tVtrnsNihyVS6LV7y8w/edit?usp=drivesdk
Hi! Yes, an entire classe dedicated to healing is unusual, but mainly because d&d doesn't use things like long term wounds an severed limbs. It is just too much.
Would you really try to balance a class so unidirectionnal ? Most of the abilities Will Never be used.
This reply feels heavily focused on what I assume is the surgeon subclass. While yes its true you do not typically face long term wounds or severed limbs, I would counter with saying that you may be missing out on some creative encounters and problems. Until now there was no real game mechanic to resolve a severed limb (that I know of). If this did happen, your DM would have to improvise a solution on the spot. Now you can have a reliable solution. And that goes for any of the features you say will never be used. Dnd isnt only about traps and fighting. Healing is often overlooked and simplified, where it could be used as another tool to add flavour and challenge to encounters.
Now I totally understand your concern, I absolutely had the same thought when I made the feature. However reattaching limbs is a very small portion of this class, and even the Surgeon Subclass. Just another tool in the toolbox that can add a cool encounter or just plain flavour.
This class is not going to be for everyone and every campaign. Just an idea to fill a problem my players continuously face: not enough healing gets done. Even classes that are considered to be healers, like Clerics, often kinda suck at it, and only really rely on spells to do it. To rely only on spells is far to easy and lacks creativity. And I as a DM can easily exploit a player using only spells.
Thank you for you feedback, I really appreciate your time. Please let me know if you have any further questions or concerns with the class.
I guess the color is red because it is chatgpt based!
Which red part do you mean? I did use chatgpt to help with some portions these ideas, but this is still my creation.
Major issue: Magic and nature healing are implicitly different and yours abilities boost both. Bonuses to WS checks is only useful for medecine checks (but you can forgo the 2 cantrips and still get gains from your class abilities).
level 3: Checkup cannot be used every round without ressources spending. Spells otherwise will be useless and all other features you may add is worthless because you will heat 100% of the hp between combats.
simply add a limit: WS mod per short rest is fine- like older versions medic kit, but 'encounter' is no longer a d&d5 concept.
medic bag is just a bag ? The only mecanism is the +1 to ws skill checks ? If you choose a medical and not a natural career, why bothering adding ws for medicine checks ?
Level 5 and level 11 are early and mid-game capstones. Your level 5 is way too weak. And a bigger bag can be bought at the corner store for a few silver pieces...
(I would rather boost your level 9 ability at level 5, but if you insist) Your medic has d8, so he is active. Just boost your level 5 to boost your mobility AND remove what hinder your patient, like paralysis... again, why using a bag if you prefer spells ?
level 6: spells need no advantage... a magic bag is just for nature healers ?
level 10- a magic item as a class ability is a strange idea. Everything should fit in it. Moving a human to the bag microverse's safety can be cool-- a safe haven, better than sanctuary spell.
Triage is fine! Add a bonus if your diagnostic is for an ally. extra hp from spells or nature healing
guardian: just move to a safe haven with your patient to heal him!
drugs: add a limit. Once per ally per long rest ? Mixing drugs is bad IRL
professional care: useless if you use spells
doctorate- Heal is a level 6 spell than can be available then!
tent:
LEVEL 10 — HEALING TENT
Healing Tent
10th-Level Medic Feature
As a Bonus Action, you deploy a magical medical tent centered on yourself, creating a temporary safe haven fitting 2 creatures in a 10’ radius for 3 rounds. The tent forms a sealed magical barrier: Nothing can enter or leave the area (attacks, objects, spells, or effects) The creatures inside are removed from combat (the creatures inside cannot target anything outside, and cannot be targeted from outside). A creature can leave the tent willingly, but cannot re-enter it for the duration.
Can use this ability once per long rest.
LEVEL 13 — IMPROVED HEALING TENT
Your mastery of battlefield medicine enhances your tent into a supernatural emergency ward. Radius increases to 15 feet , fitting 6 creatures. The Short Rest is gained after 2 rounds instead of 3 The creature regains additional Hit Points equal to your Wisdom modifier At the end of the Short Rest, a creature can end one of the following conditions affecting it: Poisoned , Frightened , Charmed and one nonmagical disease
The intent of this class is to be able to perform both magical and non magical healing. They are suppose to be multi purpose so they always have an option to heal, since that is their main function. Second the purpose of Professional Opinion is to lay out how a character will intend to play this character, its mainly just flavour with a few early benefits. A player might still need Nature Checks in order to gain materials for there Medecines. This functions very similarly to Druids Level 1: Primal Order.
Level 3: Checkup. Your concern about Checkup doesnt really make sense. You seem to be very concerned about the mechanics when theres really no issue here. Call it magical, call it non-magical, doesnt really matter to me. Im not sure if youre under the impression that Checkup uses material, because theres no reason it needs to. I also see no need to add a cap on uses, the feature isnt powerful enough to limit uses.
Im also not sure what youre talking about when you mention encounters, and it not existing in the newest versions of dnd. I genuinely have no idea what youre referring to.
Yes a medics bag does start out as any bag the player wants it to be. And yes, I will admit mechanically speaking it doesnt have a strong position. But its not only about mechanics. Its the flavour of the class to add some realism. Its a kit that mechanically functions as all the items inside it and allows the character fast access to medical supplies. However, most importantly, it functions as as a spellcasting focus. Just as a stick can be for a druid. It might not be important, mechanically speaking, unless a DM decides to try to take it away through some sort of trap or battle. Now your characters might have a hard time casting spells. Having a Medics Bag seperates it from the other adventuring gear and backpacks and makes it unique. And it seems youre trying to seperate a medical career and a natural career as tho they were seperate. To reiterate, that is not the point of Professional Opinion. Nor does it make sense how you word it.
Level 5: Swift Rescue would be very comparable to a Ranger level 6, so to call it weak lacks a lot of explanation and basis.
Level 5: Medics Bag Improvement. And again you have over looked the spell casting focus portion of the Medics Bag. Its just another way for the player to carry more items specifically suited to the class. However you do make a good point in that a better mechanical could be added at level 5.
Level 9: Trauma Bag cant be added too early or else features become unbalanced. Trauma Bag is a fairly strong feature. It makes it a lot harder to actually lose players in hard combat scenerios.
Level 6: Prepare for the Worst has nothing to do with spells for one. And secondly youre very much painting this class into black and white categories. This class is not about only casting spells to heal or only using natural medecine. Its about using both, which is clearly stated in the Medic introduction and throughout the class features. A player may choose to have a preference, but ultimately still have access to both magical and non-magical healing.
Level 10: Medics Bag Improvement. Again, this is meant to feel special and specific to the class. It meant to be improved so the player can hold a near limitless amount of medical supplies. This is easier for players to organize equipment and track things appropriately. I will. However consider adding additonal bonuses to the bag as youve suggested.
Level 13: Patient Guardian. To believe you can always simply move your patient in combat to a safe place, is very naive, even in a fantasy game. Its not always going to be possible and youve entirely missed the purpose of the mechanic in terms of its function and flavour in combat.
Level 14: Administer Drugs. You are totally correct I did miss a limit. Thank you for noticing that. I will make that change.
Level 17: Professional Care. Again you have missed the point, as ive explained earlier. Not useless. Be creative. Youre ignoring a lot of interesting and cool scenerios. Its not black and white.
Level 20: Doctorate. I will consider adding another effect.
Thank you for your ideas. Theyre pretty cool, I will consider them.
Thank you again for your time. I hope ive answered all your questions and concerns. Im not sure you understand all of the mechanics ive laid out here. This class has a lot to offer in terms of versatility, and of course, primarily, healing. Its not meant to be a caster or not a caster.