Base Class: Artificer
Medics are angels of the world, forces of healing and cleansing. They use their bodily knowledge and medical savvy to heal and support their allies on the battlefield, rather than relying fully on spells and magic. Medics craft salves, ointments, bandages, and the like to administer relief to those in need.
Medical Prodigy
When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Medic Spells
Starting at 3rd level, 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 |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Medical Apparatus
Beginning at 3rd level, whenever you finish a long rest, you can magically produce a Medical Apparatus item. Select from the Medical Apparatus Items table for the items effect, which is triggered when someone uses it. As an action, a creature can use the item or administer it to an incapacitated creature.
Creating a Medical Apparatus item requires you to have alchemist’s supplies on your person, and any item you create with this feature lasts until it is used or until the end of ten days. You may have a maximum number of Medical Apparatus items equal to your Intelligence modifier. If you create a new item and already have your maximum number of items, the oldest item is destroyed.
Some Medical Apparatus items require you have a certain level in this class in order to create them. When you reach certain levels in this class, you can make more items at the end of a long rest: two at 6th level and three at 15th level.
You can create additional Medical Apparatus items by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the item, and you choose the item's effect from the Medical Apparatus table.
Medical Apparatus Items
| Effect |
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Healers Kit. You create a Healer's Kit |
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Tonic. Any healing potion you create grants an additional 1d4 points of healing. An antitoxin you create removes the poisoned condition when consumed. |
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Salve. Applying this salve cleanses the recipient granting the effects of a Lesser Restoration spell. At 15th level in this class you can instead choose to benefit from the effects of a Greater Restoration. |
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Bandage. Using this item during a short rest helps heal and protect your wounds. It allows the user to roll 2 additional hit die, without spending them from your pool. |
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Stimulant. The user feels a burst of energy and gains 1d6 temporary hit points. This increases to 2d6 temporary hit points at level 9 in this class, and 3d6 temporary hit points at level 15 in this class. |
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Hypnotic. (Requires level 6) The user has excellent sleep |
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Shock Stones. (Requires level 6) Using these stones on a creature who is dead allows the user to cast Revivify without material components. Creating this item requires you use 200 gold pieces worth of rubies. |
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Smelling Salts. (Requires level 9) Using these smelling salts on a creature which is unconscious, incapacitated, or stunned will remove that condition. |
Pain Point
At 5th level, you understand the bodily functions of most creatures at a glance. You can use your action to make a perception or investigation check to identify a creature’s pain point. You must be able to see the creature. The DC for the check is the equal to the creature’s armor class. If you succeed, you can immediately call this pain point out to your allies. Until the start of your next turn, each time the creature takes damage to its pain point, the creature takes additional force damage equal to your Intelligence modifier, (minimum of +1).
Additionally, when you make a Medicine check to stabilize a creature, you do so with advantage, and if the result of your medicine check is 20 or higher, the creature returns to consciousness with 1hp.
Blood Transfusion
Starting at 9th level, you can amplify and give a piece of your life essence to an ally in need. You can cast the spell life transference without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Urgent Care
Starting at 15th level, you are so highly tuned to the state of your allies that you can be at their side the instant they need you. When an ally within 120ft of you drops to 0hp you may use your reaction to teleport within 5ft of them and immediately cast a spell or use a medical kit item. Until the start of their next turn they are resistant to all damage.
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Posted May 17, 2021Thanks for the feedback! Unfortunately because the spells are not in the Basic Rules they will not generate in this subclasses spell list automagically because WOTC does not allow us to homebrew content using licensed material. You can however add the spells manually via a feat or some other measure. I understand this is a bit frustrating, but if give that feedback to DnDBeyond they can add it to their feedback loop and potentially make a change that allows us to add these properly.
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Posted May 14, 2021My player told me that something not working... this what they told me
Starting at 3rd level, 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
Issues: Spells not showing up on spell list.