Christopher Siow
First Post
A few notes: The goal of this class was to make a class that could heal a party without any magic or spellcasting whatsoever (this does not include magical properties found in some ingredients).
There are two paths of this healing class, Alchemical Medic and Combat Medic. The Alchemical Medic can modify their potions and remedies and is able to make unique remedies that the Combat Medic cannot make. The Combat Medic gains better armor, more Crowd Control and is to be closer to the frontlines than the Alchemical Medic.
In short, I wanted the Alchemical Medic to be squishier, hang back and heal when need be while the Combat Medic will be less hesitant to get into the thick of things.
I'm aiming to make this more of a Heal Over Time based healer since medicine isn't as potent as magic and requires time to take effect. This should have the potential to heal a great deal but done so in small increments over time. This would be good for tanky teams who could tank it out while the medicines take their effect whereas a mage might struggle to benefit from the heals if they keep taking damage.
The primary healing ability of the Medic is Herbal Medicine, an ability that heals an ally for 3d4 over 3 turns at level 1, so 1d4 per turn. This is a flat number and does not add a modifier bonus.
It's not entirely complete, things are subject to change and it's still a WIP. Things highlighted in dull pink need to be worked on. Some scalings on some features might not be present as of yet.
Here's the link for the Google Doc: https://docs.google.com/document/d/1H7WrlJuUXDwDoMFXKRTqPTc3XdKDrmfJxoyAZzxBLGk/edit?usp=sharing
If you could submit your thoughts or ideas on how to refine this, that would be appreciated as I would love for there to be a healing class with no reliance on spells or spellcasting that a majority of DMs would be okay with. This would be a party's primary healer, not a secondary one.
There are two paths of this healing class, Alchemical Medic and Combat Medic. The Alchemical Medic can modify their potions and remedies and is able to make unique remedies that the Combat Medic cannot make. The Combat Medic gains better armor, more Crowd Control and is to be closer to the frontlines than the Alchemical Medic.
In short, I wanted the Alchemical Medic to be squishier, hang back and heal when need be while the Combat Medic will be less hesitant to get into the thick of things.
I'm aiming to make this more of a Heal Over Time based healer since medicine isn't as potent as magic and requires time to take effect. This should have the potential to heal a great deal but done so in small increments over time. This would be good for tanky teams who could tank it out while the medicines take their effect whereas a mage might struggle to benefit from the heals if they keep taking damage.
The primary healing ability of the Medic is Herbal Medicine, an ability that heals an ally for 3d4 over 3 turns at level 1, so 1d4 per turn. This is a flat number and does not add a modifier bonus.
It's not entirely complete, things are subject to change and it's still a WIP. Things highlighted in dull pink need to be worked on. Some scalings on some features might not be present as of yet.
Here's the link for the Google Doc: https://docs.google.com/document/d/1H7WrlJuUXDwDoMFXKRTqPTc3XdKDrmfJxoyAZzxBLGk/edit?usp=sharing
If you could submit your thoughts or ideas on how to refine this, that would be appreciated as I would love for there to be a healing class with no reliance on spells or spellcasting that a majority of DMs would be okay with. This would be a party's primary healer, not a secondary one.