Medic Class Tree

About the Medic

Medic!… Wait, that's me! 

A true support class, the medic is always there to patch up a party during even the toughest fight. They also can provide other utility functions, such as lowering an enemy's defense or raising the attack of allies. 

Armor Class: Light armor

Abilities

At level one, you gain the first two Mage class abilities and the level one Medic class ability. From levels two through twenty, you may only choose one ability per level: the Mage ability or the Medic ability. You may choose abilities from previous levels except on levels 5, 15 and 20.

 

    

Level Mage Ability Cost TN Medic Ability    
1 Lesser Healing (active spell): heal an adjacent ally or yourself for 1D6. 1 MP NA This Might Hurt (basic attack): Deal 1D6 damage to the target. Range = 60ft. 0 Roll for range
1 Barrier Defense: Put up a magical ward to deflect incoming attacks. Roll to block. 1 MP NA      
2 Lightbulb (active): A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen 2 MP to cast. 2 MP per hour. NA Guardian Angel (active, minor action): Teleport to a space adjacent to an ally within 40 ft. 2 MP NA
3 Ice Lance (active): Freeze your target. If they were already frozen, they take 1D6 damage. 3 MP 13, Range = 30 ft Preventative Medicine (active): Give all allies within line of sight +2 armor until the start of your next turn. 5 MP 13
4 Detect Thoughts (active): Gaze into the mind of your target for one minute, hearing their inner thoughts and discovering their planned actions. 3 MP 13 Self-Medicating (passive): Restores 2 HP and 2 Mana Point each time you cast a healing spell. NA NA
5       Heal (active): Heal an adjacent target for 2 D6 4 MP NA
6 Leftovers (active): At the end of every day, you may deposit your unspent mana into a gemstone to save for later. You may only fill a gemstone to its capacity, however. NA NA Get Your Meds Here (active): Provide 3D6 healing to all members of your party. Not usable in combat. 5 MP NA
7 Cone of Cold (active): Freeze your target and any adjacent enemies. Then roll a D3 for each of them to determine how much damage they take. 5 MP 15, Range = 25 ft First, Do No Harm (active): Choose a target. They must make a Wisdom saving throw against your TN plus your Wisdom. If they fail, they are incapacitated for one turn. 4 MP NA
8 Scry (active): You can see and hear any creature who you can picture clearly in your mind (must know what they look like, if you know their true name, add +1 to your roll). The target must make a wisdom saving roll. 4 MP TN varies. Okay, Maybe a Little Bit of Harm (active): Give all allies in line of sight +2 to damage rolls until the start of your next turn. 4 MP NA
9 Detect Magic (active): For the duration of this spell, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 2 MP to cast, 2 MP per Hour 13 Walk it Off (active): Revive a dying target within 30 ft. They roll 3D6 and regain that much health. They may get up at the start of their next turn as a free action. 5 MP 13
10 Stolen Geas (active): You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you. 6 MP 16 Protect the Healer (active): Once per encounter, if you are attacked by an enemy, you may redirect that enemy's attack to an ally within its range. That enemy will now attack your ally instead. 7 MP 16
11 Cat (active): Make any creature your familiar. Your familiar is unwaveringly loyal to you and has an initiative 1 lower than your own, but otherwise maintains all of its stats. It must make a Wisdom saving throw to avoid this fate. 10 MP Small creatures: 10 Medium Creatures: 15 Large Creatures: 20 Time Dragons: 9,000 Ambulance (active, minor action, upgrades Guardian Angel): Teleport to a space adjacent to an ally within 60 ft. 3 MP NA
12 Dispel Magic (active): Ruin the plans of any caster nearby. The target (whether you can see them or not) must make a wisdom saving throw. If they fail, any of their magical effects in the area are canceled faster than a new primetime network television show. 10 MP 18 Doctor Knows Best (passive, upgrades self-medication): Restores 1D6 HP and 1 D6 Mana Point each time you cast a healing spell. NA NA
13 Turn Undead (active): Target any undead creature. It must make a Wisdom saving throw against your TN plus your Wisdom. If it fails, it is immediately destroyed. 5 MP 15 Soothing Mist (active): Create a healing field across a 20ftx20ft square area. Allies in this area gain 2D6 HP per turn they remain in this area. Lasts for 3 turns. 10 MP 17
14 Polymorph (active): Choose a target.They must attempt a wisdom saving throw. If they pass, nothing happens. If they fail, turn the target into a chicken with one HP. 10 MP 15 Cure Wounds (active): Removes all of a single target's status conditions. 10 MP NA
15       Surgical Error (active, free action): Until the end of your next turn, all your healing abilities deal damage instead. 10 MP 16
16 Frost Nova (active): Freeze all enemies within line of sight. Enemies must make a wisdom saving throw to avoid this fate. 18 MP 17 Anesthesia (active, upgrades Do No Harm): Choose a target. They must make a Wisdom saving throw against your TN plus your Wisdom. If they fail, they fall asleep and are incapacitated for 5 turns. They may attempt a Wisdom saving throw at the start of each turn to attempt to wake up. 7 MP 14
17 Haste (active): Choose a willing target that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to all damage, it has advantage on Dexterity saving throws, and it gains an additional major action on each of its turns. 10 MP per turn 15 Misdiagnosis (active, upgrades Protect the Healer): Instead of redirecting an enemy's attack to one of your allies, you redirect its attack to another enemy in range. The enemy attacking you must make a Wisdom saving throw against your TN, plus your Wisdom, to avoid the Misdiagnosis. 8 MP 16
18 Bigger, Better Barrier (active): An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain the chance to block incoming attacks with a bonus +5 to your roll. 8 MP 13 Prestigious (passive): Doubles the effectiveness of your healing spells. Roll twice the number of dice for all healing rolls. NA NA
19 Blizzard (active): Freeze all enemies within line of sight and deal 1D6 to each of them. If they were already frozen, deal 2D6. Enemies must make a wisdom saving throw to avoid this fate. 20 MP 17 Not on My Watch (active, upgrades Walk it Off): Revive all dying targets within line of sight. They roll 4D6 and regain that much health. They may get up at the start of their next turn as a free action. 15 MP 18
20       Malpractice (active, free action, upgrades Surgical Error): Until the end of your next turn, all your healing abilities deal 2x damage instead. 10 MP 18

Medic Class Tree

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