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Medic

What the Medic is:

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.

Core gameplay loop

Patch injuries → buff allies (stimulants) → react to downed allies (Emergency Response) → cleanse conditions → maintain lifesaving concentration effects.

Spellcasting identity

Spellcaster: Yes (Full caster)
Ability: Wisdom
Preparation: Prepared
Flavor: medical tech, not magic.

Core class features the AI should respect

  • 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.

How the AI should narrate Medic spells

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.

Scene guidance for the AI

  • 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.