By definition, someone whose primary job is to protect the party and aid fallen comrades. Someone is brave and capable enough to run into combat to save a life, or stand next to their ally to keep the enemies at bay. Someone who is a survivor, and who puts others before themselves. Who can support and re-energize others between their battles when rest does not avail itself. Who can keep the gods of death at bay, at least long enough to attain the party's objectives.
Life Cleric is a good place to start, but by no means the only class option. I also like that Disciple of Life combines with the Goodberry spell to serve up 40hp of healing out of combat per 1st level spell. Protecting the party also doesn't mean healing alone. Sometimes it is more effective to heal outside of combat and use other spells during or actions during. I even considered Lore Bard to get access to Goodberry.
But perhaps the Inspiring Leader feat is a better path to granting temporary HP to the entire party save on healing later. What other class or abilities combos would help to fill such a role? What are some of the best spells for keeping the party standing, or the enemy from doing damage.
I'm looking for a build for a character levels 10-12s using standard point buy and only official sources (no UA content).
Ancestral Guardian Barbarian is good at defending allies, and the Celestial Warlock's ability to give their party temporary HP every rest is nothing to shake your head at
I have a Life Cleric, but Protection is also good (UA content, I believe). The character concept is exactly that of a combat medic: A scourge aasimar life cleric who is a member of a militarized order of healers. Mercenaries without the money connection, they take to the field, then shelter, treat, and evacuate casualties.
For supplementary feats, Healer is great because it allows an unconscious ally to not only be stabilized, but be revived with hp mid-combat (D&D version of a morphine-adrenaline cocktail and a field dressing). Shield Master and Sentinel are also good as it allows you to protect allies. Combat medics need to focus on defense and healing, so the enhanced Medium and Heavy armor feats help to buff AC and reduce damage, respectively. As for spells, focus as much as possible on buffs and heals. Some would argue that heals are redunant mid-combat, but a buffer of extra hp is always appreciated.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
In terms of Divine Domains, Life, Grave, and War may all function as solid bases for a character, the grave domain being my personal favorite. If you want to emphasize the survivor part, half-orcs and variant humans with the tough feat are both excellent candidates for races.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
In terms of Divine Domains, Life, Grave, and War may all function as solid bases for a character, the grave domain being my personal favorite.
Seconding the Grave domain suggestion. Preventing untimely death is a big part of what the subclass is about thematically, and has great mechanics to back it up: they get Spare the Dying as a bonus cantrip, and can cast it as a bonus action with a range of 30 feet. They also heal creatures at 0 HP for the maximum possible amount, which works really well with Healing Word and Mass Healing Word.
Thanks all for the input. I came up with the following idea for a combat medic who is a more medic than warrior. I posted it in another thread on close combat casters, I'd be curious to get your thoughts:
Combat Medic Life Cleric 1 / Lore Bard 3+
Being a close combat caster doesn’t always have to be about offense. I tried to figure out what makes a good “Combat Medic”. By definition, someone whose primary job is to protect the party and aid fallen comrades. Someone is brave and capable enough to run into combat to save a life, or stand next to their ally to keep the enemies at bay. Someone who is a survivor, and who puts others before themselves. Who can support and re-energize others between their battles when rest does not avail itself. Who can keep the gods of death at bay, at least long enough to attain the party's objectives.
A Lore Bard can “steal” Goodberry and Aura of Vitality at Bard 6. Aura of Vitality is most helpful when in close combat, or out of combat entirely and is boosted by Disciple of Life. For out of combat healing, Discipline of Life & Goodberry combine to provides 40 HP of healing per 1st level spell.
A Lore Bards, while they don’t have access to a ton of healing spells, can steal good ones at higher levels. What they gain instead is access to a number of other spells which can be used for damage mitigation.
A level in life cleric not only combos with multiple spells and improves overall healing, but grants some more heal spells and access to heavy armor.
Since Chr is the primary stat for Bards, this build would also work great with Inspiring Leader for even more temp HP for the party. War Caster would likely be needed to help with concentration spells. But Shield Master is also tempting for both its defensive and tactical capabilities.
VHuman or Half-elf for the Chr bonus or feat.
Alas, this build doesn’t get access to the Shield spell for AC. And is also a bit MAD.
other options that would make good combat medics life cleric 1/ celestial warlock X or life cleric 1/ divine sorcerer X (tho in my campaign world you'd have to do divine sorcerer 1/ life cleric 1/ divine sorcerer X).
There also seems to be some synergy for life cleric 1/ shepherd druid X.
life cleric 1/ celestial warlock X
Heavy armor (or roll dex and mage armor)
Warlock pacts and their synergies ( I would skip chain tho and go tome and get a familiar that way if you don't go blade)
Still able to blast effectively with cantrips
Warlock spell slots
Invocations
life cleric 1/ divine sorcerer X
Heavy armor (or roll with dex and mage armor)
Sorcery points (twin spell and quicken)
sheild spell, blur, mirror image ( make yourself very hard to hit specially if you go dex as that boosts mirror image )
empowered healing at level 6
favored by the gods
life cleric1/ shepherd druid X
no heavy armor unless you find some good wood or hide armor
goodberry on spell list
unicorn totem
good summons to shield and distract from injured party members
A life cleric or war cleric is a fine combat medic. The cleric class is really built to fulfill this role. If you want something more esoteric then you can add in some paladin levels to use those higher spell levels for smiting. I would not recommend adding levels of a non spell caster unless you have a really specific idea in mind.
That said, I am currently playing a monk 6/life cleric 5. The build is sub-optimal but I have a ton of flexibility and fun. The monk movement combined with the ability to disengage for a ki allows me to bounce around the battle field rescuing my party members. Jumping in with stunning blow can also be a significant boon when fighting the BBEG.
I am in que to play a fighter Doctor, with the healer feat and medicine skill. Goin EK when able I think. Haven't started, been waiting awhile since technical issues with the campaign data. (Obsidian portal)
2 levels of Celestial Warlock + 18 levels of Abjuration Wizard is a potent mix
Choose one of your invocations to be Armor of Shadows. This gives you an Abjuration spell that you can cast at will to replenish your Arcane Ward feature for free.
At 1st level, you have access to the Cure Wounds spell, plus a few extra d6's you can use to heal from range as a bonus action.
At 6th level Wizard, you get the ability to project your ward to protect your allies.
A couple of feats to consider: Healer and Inspiring Leader. Inspiring Leader gives your friends even more of a bubble to protect them. Healer gives you a way to heal them without relying solely on spell slots.
Get a familiar to deliver your Cure Wounds spells at range.
After that, battlefield control spells help keep your friends safe.
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I have a rogue thief concept which uses the Healer feat, Healer's Kits and the Fast Hands ability to 'medically' treat his victims. I say victims because his interest is not really altruistic; he is sort-of based off of the concept of a barber, who were surgeons in medieval times. This character is obsessed with anatomy, blood and sharp objects. He uses darts reflavoured as syringes that he throws for sneak attacks, and daggers reflavoured as scalpels, and whenever he helps someone in combat tends to say things like, "Oh, that actually worked; well that's a surprise, I should note that down..."
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I just made a Warlock 2/ Paladin 1 Variant Human for a level three game. Healer Feat. AC 19 Long Sword for melee. A tiny Lay on hands. Love the Evocations so I can blast from a distance in combo with Hex and get the night vision with Devil's Sight. Great Old One for telepathy (a good languages substitute). Expeditous Retreat just in case and Unseen Servant for when I make camp at night :)...with Mage Hand to take things off the fire. Lots of versatility and fun I think.
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How would you create a build for a Combat Medic?
By definition, someone whose primary job is to protect the party and aid fallen comrades. Someone is brave and capable enough to run into combat to save a life, or stand next to their ally to keep the enemies at bay. Someone who is a survivor, and who puts others before themselves. Who can support and re-energize others between their battles when rest does not avail itself. Who can keep the gods of death at bay, at least long enough to attain the party's objectives.
Life Cleric is a good place to start, but by no means the only class option. I also like that Disciple of Life combines with the Goodberry spell to serve up 40hp of healing out of combat per 1st level spell. Protecting the party also doesn't mean healing alone. Sometimes it is more effective to heal outside of combat and use other spells during or actions during. I even considered Lore Bard to get access to Goodberry.
But perhaps the Inspiring Leader feat is a better path to granting temporary HP to the entire party save on healing later. What other class or abilities combos would help to fill such a role? What are some of the best spells for keeping the party standing, or the enemy from doing damage.
I'm looking for a build for a character levels 10-12s using standard point buy and only official sources (no UA content).
Give a Monk Healer's Kits, and the Healer Feat.
The Fighter subclass Purple Dragon Knight is also a very strong contender for this kind of Combat Medic.
Formatting Tooltips, because I always forget
Ancestral Guardian Barbarian is good at defending allies, and the Celestial Warlock's ability to give their party temporary HP every rest is nothing to shake your head at
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I have a Life Cleric, but Protection is also good (UA content, I believe). The character concept is exactly that of a combat medic: A scourge aasimar life cleric who is a member of a militarized order of healers. Mercenaries without the money connection, they take to the field, then shelter, treat, and evacuate casualties.
For supplementary feats, Healer is great because it allows an unconscious ally to not only be stabilized, but be revived with hp mid-combat (D&D version of a morphine-adrenaline cocktail and a field dressing). Shield Master and Sentinel are also good as it allows you to protect allies. Combat medics need to focus on defense and healing, so the enhanced Medium and Heavy armor feats help to buff AC and reduce damage, respectively. As for spells, focus as much as possible on buffs and heals. Some would argue that heals are redunant mid-combat, but a buffer of extra hp is always appreciated.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
In terms of Divine Domains, Life, Grave, and War may all function as solid bases for a character, the grave domain being my personal favorite. If you want to emphasize the survivor part, half-orcs and variant humans with the tough feat are both excellent candidates for races.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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Thanks all for the input. I came up with the following idea for a combat medic who is a more medic than warrior. I posted it in another thread on close combat casters, I'd be curious to get your thoughts:
Life Cleric 1 / Lore Bard 3+
other options that would make good combat medics life cleric 1/ celestial warlock X or life cleric 1/ divine sorcerer X (tho in my campaign world you'd have to do divine sorcerer 1/ life cleric 1/ divine sorcerer X).
There also seems to be some synergy for life cleric 1/ shepherd druid X.
life cleric 1/ celestial warlock X
life cleric 1/ divine sorcerer X
life cleric1/ shepherd druid X
cleric=healing
fighter=combat
cleric+fighter=palading
A life cleric or war cleric is a fine combat medic. The cleric class is really built to fulfill this role. If you want something more esoteric then you can add in some paladin levels to use those higher spell levels for smiting. I would not recommend adding levels of a non spell caster unless you have a really specific idea in mind.
That said, I am currently playing a monk 6/life cleric 5. The build is sub-optimal but I have a ton of flexibility and fun. The monk movement combined with the ability to disengage for a ki allows me to bounce around the battle field rescuing my party members. Jumping in with stunning blow can also be a significant boon when fighting the BBEG.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I am in que to play a fighter Doctor, with the healer feat and medicine skill. Goin EK when able I think. Haven't started, been waiting awhile since technical issues with the campaign data. (Obsidian portal)
Paladin.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
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2 levels of Celestial Warlock + 18 levels of Abjuration Wizard is a potent mix
Choose one of your invocations to be Armor of Shadows. This gives you an Abjuration spell that you can cast at will to replenish your Arcane Ward feature for free.
At 1st level, you have access to the Cure Wounds spell, plus a few extra d6's you can use to heal from range as a bonus action.
At 6th level Wizard, you get the ability to project your ward to protect your allies.
A couple of feats to consider: Healer and Inspiring Leader. Inspiring Leader gives your friends even more of a bubble to protect them. Healer gives you a way to heal them without relying solely on spell slots.
Get a familiar to deliver your Cure Wounds spells at range.
After that, battlefield control spells help keep your friends safe.
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I have a rogue thief concept which uses the Healer feat, Healer's Kits and the Fast Hands ability to 'medically' treat his victims. I say victims because his interest is not really altruistic; he is sort-of based off of the concept of a barber, who were surgeons in medieval times. This character is obsessed with anatomy, blood and sharp objects. He uses darts reflavoured as syringes that he throws for sneak attacks, and daggers reflavoured as scalpels, and whenever he helps someone in combat tends to say things like, "Oh, that actually worked; well that's a surprise, I should note that down..."
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
I just made a Warlock 2/ Paladin 1 Variant Human for a level three game. Healer Feat. AC 19 Long Sword for melee. A tiny Lay on hands. Love the Evocations so I can blast from a distance in combo with Hex and get the night vision with Devil's Sight. Great Old One for telepathy (a good languages substitute). Expeditous Retreat just in case and Unseen Servant for when I make camp at night :)...with Mage Hand to take things off the fire. Lots of versatility and fun I think.