Difference between revisions of "Medico (5A)"

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=== Bonus Proficiencies===
 
=== Bonus Proficiencies===
At 3rd level when you pick this archetype, you have already faced your share of death, and are now set on fighting plague and illness. You gain proficiency in the Medicine skill, the herbalism kit, the poisoner’s kit, a languages of your choice (usually an ancient language), and with Constitution saving throws.
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At 3rd level when you pick this archetype, you have already faced your share of death, and are now set on fighting plague and illness. You gain proficiency in the Medicine skill, the herbalism kit, the poisoner’s kit, and a language of your choice (usually an ancient language).
 
If you are already proficient with the Medicine skill you can replace this with another skill. If you are already proficient with the herbalism kit or poisoner’s kit, you can replace each with a language.
 
If you are already proficient with the Medicine skill you can replace this with another skill. If you are already proficient with the herbalism kit or poisoner’s kit, you can replace each with a language.
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You can use Intelligence (Medicine) instead of Wisdom (Medicine).
  
 
=== First Aid ===
 
=== First Aid ===
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=== Field Medicine ===
 
=== Field Medicine ===
 
At 7th level during a short rest when you or an ally spend Hit Dice to recover Hit Points, you can add your Proficiency Bonus to the result of each Hit Dice you and up to 6 allies spend.
 
At 7th level during a short rest when you or an ally spend Hit Dice to recover Hit Points, you can add your Proficiency Bonus to the result of each Hit Dice you and up to 6 allies spend.
Any saving throws made during a long or short rest may use your Intelligence (Medicine) bonus instead of their normal save bonus.
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Any saving throws made during a long or short rest may use your Intelligence (Medicine) or Wisdom (Medicine) bonus instead of their normal save bonus.
 
Undead and constructs cannot benefit from this ability.
 
Undead and constructs cannot benefit from this ability.
  
=== Lesser Surgery ===
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=== Healing Blade ===
At 11th level you can use surgery to cure minor ailments during a long or short rest.  
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At 11th level you can perform one surgery during a short rest.  
 
Undead and constructs cannot benefit from this ability.
 
Undead and constructs cannot benefit from this ability.
The patient is cured of any one effect or condition that is not permanent.
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The patient is cured of any one effect or condition.
 
This includes the effects of spells and magical abilities, but not curses.
 
This includes the effects of spells and magical abilities, but not curses.
Lost limbs can be replaced if a limb is available, either the creature's own or that of another similar creature.
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Lost limbs can be replaced if a suitable limb less than a day old is available.
Body parts must be no more than one day old to be used.
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The patient has to be incapacitated or restrained during the procedure and ends the surgery stabilized at 1 Hit Point.
Each use of surgery takes 10 minutes, allowing you to use this ability up to six times during one short rest.
 
The patient has to be incapacitated or restrained during the procedure.
 
  
 
=== Immunity ===
 
=== Immunity ===
At 15th level you gain proficiency with Wisdom and Intelligence saving throws.
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At 15th level you gain proficiency with Constitution and Intelligence saving throws.

Latest revision as of 20:03, 10 January 2024

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This is a Fencer subclass for 5A.

A medico is an educated medical doctor, trained in formal arts of mundane healing.

Greyhawk Medicine is slowly taking off, but still in the shadow of magic.

Mundane Healing in the Game

Magical healing in the game is cheap and effective, and to compete mundane healing needs to be the same. The two main branches of mundane healing is the exemplar Physic and the rogue Chirurgeon. To merit having two branches, they have to be different, which is expressed in the different classes they belong to. The Physic is focused on medicaments and the balance of the humors. From the Savant, it inherits stunts, and defense. The Chirurgeon is focused on the healing power of the knife, surgery. From the rogue it inherits sneak attack, cutting enemies with a surgeon's precision. The fencer Medico is a less proficient mix of the two styles.

Bonus Proficiencies

At 3rd level when you pick this archetype, you have already faced your share of death, and are now set on fighting plague and illness. You gain proficiency in the Medicine skill, the herbalism kit, the poisoner’s kit, and a language of your choice (usually an ancient language). If you are already proficient with the Medicine skill you can replace this with another skill. If you are already proficient with the herbalism kit or poisoner’s kit, you can replace each with a language. You can use Intelligence (Medicine) instead of Wisdom (Medicine).

First Aid

At 3rd level you can use the Stabilizing a Creature action as a bonus action.

Field Medicine

At 7th level during a short rest when you or an ally spend Hit Dice to recover Hit Points, you can add your Proficiency Bonus to the result of each Hit Dice you and up to 6 allies spend. Any saving throws made during a long or short rest may use your Intelligence (Medicine) or Wisdom (Medicine) bonus instead of their normal save bonus. Undead and constructs cannot benefit from this ability.

Healing Blade

At 11th level you can perform one surgery during a short rest. Undead and constructs cannot benefit from this ability.

The patient is cured of any one effect or condition. This includes the effects of spells and magical abilities, but not curses. Lost limbs can be replaced if a suitable limb less than a day old is available. The patient has to be incapacitated or restrained during the procedure and ends the surgery stabilized at 1 Hit Point.

Immunity

At 15th level you gain proficiency with Constitution and Intelligence saving throws.