Battle Medic

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Battle Medics represent people with arcane talent and focus their energies on learning healing and medicine. Battle Medics are almost exclusively members of the Order of Asclepion. However; there are Battle Medics that do not belong to the Order. These Battle Medics are often trained by Battle Medics who have left or retired from the Order of Asclepion. Where Clerics receive their healing abilities from their deities, Battle Medics draw on arcane energy to mend injuries. The Order of Asclepion had humble beginnings of wizards who became fascinated with life and death, originally the domains of the gods. To fund their studies they would offer their services as mercenaries. Recognizing the need for frontline medicine and tougher arcane specialists the Order of Asclepion became increasingly militarized. Recruits learn arcane arts alongside battle drill and tactics. Battle Medics have their spells drilled into them as much as the use of a sword and board. While they know less spells than their wizard compatriots they can stand at the front of any group alongside the warriors. Battle Medics gravitate towards adventuring life easily, and is in fact encouraged by the Order of Asclepion. It brings notoriety and money as members often send back money to the order to support continued advancements in healing and to maintain supply lines and recruiting.


This class was shamelessly stolen from D&Dwiki, and massaged a little for my pleasure.

7/24/2017. The class is now limited to a number of spells known, similar to a sorc, but with the slots of a cleric. This change was done to push players to pick healing spells, so the class isn't treated like a cleric (specifically having access to all skills).

Hit Points

Hit Dice: D8 per level
Hit Points at 1st level: 8 + Constitution mod
Hit Points at Higher levels: 1d8 (or 5) + Constitution modifier per Battle Medic level after 1st


Armor: Light, medium, shields, and heavy (see class features)
Weapons: Simple, and martial
Tools: Alchemist kit, and herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Medicine, choose two others from the following; Athletics, Endurance, Investigation, Perception, Persuasion and Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Longsword or (b) Warhammer
  • (a) Leather or Chain shirt or (b) Chain mail
  • (a) Light crossbow w/ 20 bolts or (b) Any simple weapon
  • (a) Herbalism kit or (b) Alchemist kit
  • Shield, an explorers pack and an arcane focus

Quick Build

Table: Battle Medic

Lvl Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Asclepion Training 3 2 2
2nd +2 Triage (d4), Asclepion Feature 3 3 3
3rd +2 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 Arcane Infusion (1/rest) 4 6 4 3 2
6th +3 Asclepion Feature 4 7 4 3 3
7th +3 4 8 4 3 3 1
8th +3 Ability Score Improvement, Asclepion Feature 4 9 4 3 3 2
9th +4 Triage (d6), Arcane Infusion (2/rest) 4 10 4 3 3 3 1
10th +4 Frontline Medic 5 11 4 3 3 3 2
11th +4 Arcane Infusion Improvement 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 Triage (d8) 5 13 4 3 3 3 2 1 1
14th +5 Arcane Infusion (3/rest) 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Triage (d10), Asclepion Feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 Arcane Infusion Improvement 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Arcane Infusion (4/rest) 5 15 4 3 3 3 3 2 1 1 1
20th +6 Frontline Medic Improvement 5 15 4 3 3 3 3 2 2 1 1

Spell Casting

"Choose from Spells listed on the Cleric Spell list."


At 1st level, you know three cantrips of your choice from the cleric spells list. You learn additional battle medic cantrips of your choice at higher levels.

Spells Known and Casting Spells

Spell Slots: The battle medic table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest

Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the cleric spells list.

The Spells Known column of the Battle Medic table shows when you learn more cleric spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spells list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your battle medic spells. The power of your spells come from your intensive training and your natural arcane affinity. You use your Wisdom modifier whenever a battle medic spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the DC for a battle medic spell you cast and when making a attack roll with one.

  • Spell Save DC = 8 + your proficiency modifier + your Wisdom modifier
  • Spell attack modifier = your proficiency modifier + your Wisdom modifier

Ritual Casting
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.

Spellcasting Focus
You use an arcane focus as a spellcasting focus for your spells.

Asclepion Training

Asclepion training represents the intensive amount of training each battle medic initiate must go through before they can call themselves battle medics. The battle medics must be able to cast their spells under duress and wearing heavy armor that will enable them to remain on the front lines. Battle medics must also possess an excellent control of arcane energy as well as detailed knowledge on medicine and survival. This intensive training reflects in their abilities.

1st Level
War Mage
You gain proficiency in heavy armor.
Medical Training
Your extensive medical training has made you a more effective healer. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+ the spell's level.

2nd Level
Mending Sinews
Starting at 2nd level you can channel your arcane energy and heal badly wounded allies.
As an action you channel your arcane energy from your body. Faint prismatic ribbons emanate from you mending the wounds of those you choose. You can restore a number of hit points equal to five times the spell slot level being expended. Choose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. This has no effect on undead or constructs. (This counts as a spell for Hardened Medic.)

6th Level
Hardened Medic
Through healing others with your arcane energy you have learned to tap into their arcane reservoir and use some arcane energy to mend your injuries.
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+ the spell's level.

8th Level
Arcane Strike
Your control of arcane energy and battle instincts allow you to imbue your strikes with arcane energy.

At 8th level you gain the ability to infuse your weapon with arcane energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra radiant damage equal to your spell casting modifier. At 14th level this extra damage increases to 1d8 + your spell casting modifier. At 20th level, this extra damage increases to 1d12 + your spell casting modifier.

17th Level
Asclepion Battle Medic
Your training has pushed your mental and physical limits to new level and your control of arcane healing reaches a new pinnacle.
At 17th level when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.


You channel your arcane energy into your weapon drawing arcane runes in the air. They emit a faint glow of color dependent on the battle medic drawing them. These runes draw on the arcane energy found in the environment and latent arcane energy found in creatures. This arcane energy speeds healing and revitalizes, allies who can see the runes heal 1d4 at the end of the short rest. This increases to d6 at 9th level, d8 at 13th level, d10 at 17th level. (You do not gain the benefit of this ability, nor of the short rest if you do this.)

Arcane Infusion

Starting at 5th level, you infuse mundane vials with restorative arcane energy for emergency uses. These vials essentially serve as healing potions but have more pronounced effects. Arcane infusions represent raw restorative energy.
A battle medic can create a number of Arcane Infusions equal to their Wisdom modifier + 1/4 battle medic level. However only one arcane infusion can be used per short rest, this increases to 2 at 9th lvl, 4 at 14th level, and 5 at 19th level.
Arcane Infusions can be used like Potions of Healing but Arcane Infusions restore 2d4 + Wisdom modifier of the battle medic who created them.

Frontline Medic

Starting at 10th level, you channel your energy directly into the environment in order to push your allies to victory.

You create a burst of massive arcane energy covering a 30 ft square. Any friendly creatures in this area gain 30 temporary hit points or an adverse conditions (disease, poison, etc.) is removed. This ability can only be used once per long rest.

Frontline Medic Improvement

You willingly place yourself in harms way to come to the aid of an ally.
If an ally drops to 0 hit points or is rendered unconscious within 60 ft of you, you (as a reaction) make move up to twice your speed to reach their location during which attacks of opportunity are at disadvantage. You restore them to full hit points by channeling immense amounts of energy into them. This energy wraps around them granting them the benefits of a Warding Bond. Using the ability exhausts you (level 2) due to the intense amount of energy. This can only be used once per long rest.

Arcane Infusion Improvement

As you gain more experience channeling arcane energy comes easier to you and you are able to refine the restorative arcane energy and make further changes to them.

At 11th level your Arcane Infusions heal 2d8 + Wisdom modifier of the battle medic who created them. Additionally you can wrap the vial in arcane energy and treat it as a thrown weapon, range 10/20. Hitting a friendly creature with the Arcane Infusion will cause the restorative energy in the infusion to be directly administered.

At 18th level your Arcane Infusions heal a total of 2d10 + Wisdom Modifier of the battle medic who created them. Additionally battle medics no longer need a vial to create infusions. Your mastery of arcane energy manipulation allows you to create solid balls of arcane energy. These balls can be treated as grenades with a range of 10/20. When the Infusion breaks it will heal creatures in a burst originating from the target square to a number of feet equal to the battle medics Wisdom modifier x 10, each creature healed gains hit points as if they was the only creature hit by the spell


Prerequisites. To qualify for multiclassing into the Battle Medic class, you must meet these prerequisites: 13 WIS and 13 CON
Proficiencies. When you multiclass into the Battle Medic class, you gain one of the following proficiencies: Medicine or Herbalism Kit


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