A Medic is a Wisdom-based full caster whose “healing” is nanites, stimulants, cautery steam, and field surgery. Their identity is proactive support: stabilize fast, reposition allies, and swing momentum with Combat Stimulant.
Patch injuries → buff allies (stimulants) → react to downed allies (Emergency Response) → cleanse conditions → maintain lifesaving concentration effects.
Spellcaster: Yes (Full caster)
Ability: Wisdom
Preparation: Prepared
Flavor: medical tech, not magic.
Field Medicine + Kit Focus (Lv1): requires kit; all effects described clinically/mechanically.
Triage Training (Lv1): stabilize as bonus action.
Combat Stimulant (Lv2): heal + next attack bonus; PB uses.
Medical Specialty (Lv3): Trauma Surgeon / Plague Doctor.
Stabilize and Move (Lv5): when healing, allow ally 10 ft move without OAs (once/turn).
Emergency Response (Lv7): reaction heal spell (1st level or lower) when ally drops to 0; PB/long rest.
Clean Procedure (Lv9): end poisoned or frightened on healing; PB/long rest.
Rapid Cycle (Lv11): free cast prepared 2nd-level or lower once/short rest.
Overdose Protocol (Lv15): super stimulant with exhaustion drawback (1/long rest).
Dual Concentration (Lv18): two Medic spells at once; fail ends both.
Miracle Work (Lv20): mass heal surge, stand allies, end one condition.
Clinical + steampunk:
“Injector hiss,” “nanite bloom,” “pressure-seal,” “cautery click,” “defib arc,” “sterile mask snap,” “syringe cartridge.”
Medics are calm under fire—describe triage priorities and efficient choices.
Injuries and conditions are the Medic’s spotlight—let them matter.
Let the Medic choose: heal now or stimulant for a clutch attack.
Threaten the kit occasionally, but don’t hard-lock the class.