Medical-Nin

These shinobi, different as they might be, are
connected by one common factor, they are prodigies in
the field of Medical ninjutsu. While others are able to use
the techniques to some degree, they are the masters of
the art, able to take the teachings they have and
accelerate it to new heights and unmatched levels.

You must have an Intelligence or Wisdom score of 14 or higher in order to multiclass in or out of this class.

Medical-Nin
Level Proficiency Bonus Features Jutsu Known Highest Rank Jutsu Known
1st +3 Medical Ninjutsu, Rejuvenating Rest 6 D-Rank
2nd +3 Channeled Healing, Tenets of Medicine 7 D-Rank
3rd +3 Chakra Scalpel 8 D-Rank
4th +4 Ability Score Improvement/Feat 9 D-Rank
5th +4 Tenets of Medicine (2) 10 C-Rank
6th +4 Preserve/Take Life 11 C-Rank
7th +5 Chakra Scalpel (2) 12 C-Rank
8th +5 Ability Score Improvement/Feat 13 C-Rank
9th +5 Tenets of Medicine (3) 14 B-Rank
10th +6 Gifted Healer 15 B-Rank
11th +6 Chakra Scalpel (3) 16 B-Rank
12th +6 Ability Score Improvement/Feat 17 B-Rank
13th +7 Tenets of Medicine (4) 18 A-Rank
14th +7 Gifted Healer (2) 19 A-Rank
15th +7 Chakra Scalpel (4) 20 A-Rank
16th +8 Ability Score Improvement/Feat 21 A-Rank
17th +8 Tenets of Medicine (5) 22 S-Rank
18th +8 Chakra Scalpel (5) 23 S-Rank
19th +9 Ability Score Improvement/Feat 24 S-Rank
20th +9 Supreme Healer 25 S-Rank

Class Features

As a Medical-Nin, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Medical-Nin level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Medical-Nin level after 1st

Chakra Points

Chakra Dice: 1d10 per Medical-Nin level
Chakra Points at 1st Level: 10 + your Constitution modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Medical-Nin level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: All Simple Weapons
Ninja Tools: Medicine Kit, Poison Kit
Saving Throws: Wisdom, Charisma
Skills: Medicine, Chakra Control, Choose two from History, Insight, Perception, Illusions, Ninshou

Equipment

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

  • (a) Padded Armor or (b) Combat Jacket
  • 1 Simple Weapon
  • (a) One Kunai stack or (b) One Senbon stack
  • 1 Flash tag
  • Medicine Kit

Jutsu Casting

Ninjutsu

Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier

Genjutsu

Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier
Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier

Taijutsu

Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier
Taijutsu attack modifier = your proficiency bonus + your Strength modifier

Medical Ninjutsu

Beginning at 1st level, as a Medical Ninja you gain the ability to learn Jutsu with the “Medical” Keyword.

Ninjutsu you cast with the “Medical” Keyword, may use Wisdom instead of Intelligence for the Attack and Damage rolls, as well as Save DC calculation.

When using any Jutsu with the “Medical” Keyword that recovers hit points, add your Wisdom Modifier to the Hit Points Regained.

Rejuvenating Rest

Also, at Level 1 you use your medical skills to revitalize wounded allies during a short rest.

When you or any friendly creatures who you can touch regain hit points at the end of a short or long rest, they regain an extra 1d6 hit points.

This amount of extra healing increases to 1d8 at 9th level, 1d10 at 14th, and 1d12 at 17th Level.

Channeled Healing

Starting at 2nd Level you learn to Passively enhance your Medical Jutsu to greater Lengths.

Whenever you use a Ninjutsu with the Medical Keyword of D-Rank or Higher to Restore hit points the creature regains additional Hit points equal to 1d10 + 1.

You may use this feature up to 2 times before needing a long rest.

Tenets of Medicine

Starting at 2nd Level, you begin to focus on a Specific Tenet of Medicine that will enhance your abilities to support your allies.

These Tenets will provide you additional features at 2nd Level, and again at 5th, 9th, 13th and 17th Levels.

Tenets Description
Adept Medic Medical-Nin who follow the path of the Adept Medic pledge their service to keeping everyone alive, by healing all of the injured ninja on the field. By far the most numerous of Medical Nin, but they are not to be underestimated on the battlefield.
Black Medicine Medical-Nin who follow the path of Black Medicine, focus on the disastrous aspect of how Poison and toxins can break down an enemy
Combat Medic Medical-Nin who become Combat Medics, pledge themselves to always be present on the battlefield as one of the front lines, helping their Allies wade through the chaos of the battlefield keeping themselves and their allies alive until the last man falls.
Natural Medicine
Shaman
Transmuter

Chakra Scalpel

Beginning at 3rd Level, you have learned to manifest a medical ninja’s signature technique, the Chakra Scalpel.

As a Bonus Action, you spend 5 Chakra to coat your hands in highly condensed blades of chakra, designed to slice muscle and flesh with surgical efficiency for the
next ten minutes. For the duration, unarmed attacks now deal 1d4 slashing damage, your attacks count as chakra enhanced, and you may use your Wisdom instead of Strength for attack and damage rolls of your unarmed attacks. When you would make a Wisdom (Medicine) check to stabilize a dying creature, diagnose an illness or poison, or perform surgery of any type, you gain advantage on the check.

Beginning at 7th level, when you would deal unarmed damage to a creature with temporary hit points while you have chakra scalpel active, you bypass the temporary hit points instead directly attacking their hit points.

Beginning at 11th level, your unarmed damage becomes 2d4, and when you deal unarmed damage with your chakra scalpel active, the target creature must succeed a Constitution saving throw vs your Ninjutsu save DC, or gain the bleeding condition on a failed save.

Beginning at 15th level, jutsu you cast with the "Medical" keyword that require a Melee attack now deal additional damage equal to your unarmed damage, applying any additional effects this feature would normally apply.

Finally, at 18th level, your unarmed damage becomes 3d4 for the duration, and on a failed constitution saving throw the target also gains the Weakened condition for 1 minute. A Creature weakened in this way remakes the constitution saving throw at the end of each of their turns to end the condition.

You may use this feature a number of times equal to half of your proficiency bonus (rounded up) per long rest.

Ability Score Improvement / Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Preserve/Take Life

Starting at 6th Level, as a Medical-Nin you have gained the experience needed to save lives, even those in mortal danger or take them, even the ones who are furthest from death's door.

Choose one of the following:

Preserve Life

Once per long rest, you can use your Bonus Action to automatically stabilize a dying creature within 20 feet of you, healing them for a number of hit points equal to your proficiency bonus.

You may do this an additional time per long rest at 10th, 14th, and 18th levels

Take Life

Once per long rest, when you deal damage to a creature with a Jutsu with the medical keyword, you can make them vulnerable to the damage of the next attack that hits them.

You may do this an additional time per long rest at 10th, 14th, and 18th levels

Gifted Healer

Starting at 10th Level, your Healing Jutsu are more effective.

Whenever you use a jutsu of D-Rank or higher to restore hit points to a creature. You may add an additional die to the roll to regain hit points.

At 14th level, you may reroll all 1’s & 2’s. (You must take the 2nd roll even if it is lower).

At 19th level when you perform a healing jutsu on a creature, other creatures who are within 5 feet of the target creature benefit from half of the regained hit points.

Supreme Healer

At 20th Level you have reached perfection in the healing arts.

You may add an additional die to all Jutsu with the “Medical” keyword. (This is in addition to Gifted Healer).

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