Base Class: Warlock
The medic warlocks are the best of the best when it comes to treating cures, illneses and ailgments. However, they are as likely to heal you, as are likely to hurt you if need be. You don't want to get on their bad side. The medics can get their powers from a god that spends their time studying herbs for their medicinal or afflictive value, from a powerful lich who used to be a druid obsessed with nature and flora, or a powerful plant creature who wishes to better their community or a community they grew to love.
Expanded Spell List
The Medic lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Physician Expanded Spells
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The Pharmakon
Starting at 1st level, you have a pool of d6 die that you can use to either help your allies or hurt your enemies. Whenever attack a creature or object you can expend these die to add them to your damage. If you expend them on your attack these die deal poison damage. You can also spend 1 minute or do it instantly as a part of a healing spell and expend your Pharmakon die to heal a target creature. You have a number of die equal to your level plus you Charisma modifier, with a maximum number of die you can expend per turn equal to your proficiency bonus, which you regain whenever you finish a long rest. The die become d8's at 10th level.
Expert Medic
At 1st level you also gain proficiency in from Herbalism Kit and Poisoner's Kit
Caustic Research
Starting at 6th level, whenever you deal poison damage, if the attack already doesn't, the target has to make a Constitution saving throw against your spell save DC or become poisoned. A creature poisoned by you has one of the following drawbacks, in addition to the regular drawbacks of the poisoned condition:
- the creature cannot make opportunity attacks,
- target's speed is lowered by 5 feet or,
- target creature deals 1d4 less damage.
Additionaly, you can end one poisoned condition on one creature you touch by expending 2 of your Pharmakon die. You are able to do this a number of times per day equal to your proficiency bonus and you regain all uses when you finish a long rest.
Forced Autoimmunity
Starting at 10th level, you gain resistance to poison damage and condition and immunity to disease. By spending a 1 hour ritual, you can choose any number of creatures and grant them the same resistances and immunities that you have for 8 hours. For each creature you chose, you can must 3 of your Pharmakon die. You regain this feature on a long rest.
Additionally, whenever you attempt to use your Caustic Research on a creature that has immunity to poisoned condition, you can poison them, disregarding that immunuty, however they do not suffer the drawbacks of the normal poisoned condition.
Ethical Medicine
Starting at 14th level, as an action you can burst out in a 20 foot radius cloud centered on you. Creatures you choose in the area of the cloud either get damaged by the cloud for 5d8 + your Charisma modifier posion damage, or they regain a number of hit points equal to 5d8 + your Charisma modifier. If the targets are poisoned they take double the damage or if the targets have resistance to poison through your Forced Autoimmunity, they regain double the hit points. Once you use this feature, you cannot use this feature until you finish a long rest.
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