Dec 152016
 

Hypercorps 2099 Wasteland – The Doctor Class (5e)

This free teaser for the Hypercorps 2099 Wasteland-setting clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 7 pages of content, so let’s take a look!

 

After a text of flavorful introduction and the considerations when making a doctor, we dive right into the mechanics of the class; as a minor nitpick, we do not get quick build notes for the class, but considering this one’s teaser-nature, I’m okay with that. Doctors gain 1d8 Hit Dice, proficiency in light armor, shields, simple weapons, ranged martial weapons, Healer’s kit and medical hit, Intelligence and Charisma and 3 skills chosen from History, Insight, Investigation, Nature, Science and Technology. Starting equipment nets you a medical kit and studded leather armor and either dagger or light hammer, light crossbow or autoslingshot and either a healer’s kit or a scavenger’s pack.

 

Why do we need doctors in the irradiated wasteland of 2099? Simple: Radiation really screws with magic. Doctors gain a fast heal ability that lets them stab a syringe of regenerative insta-heal stuff into allies; at first level, this heals 2d4 and increases at 3rd, 6th, 8th, 11th, 13th, 16th and 18th level in potency, for up to 9d4. The feature can be used proficiency bonus + Intelligence modifier times per day before requiring a long rest to recharge. Also at 1st level, the class may stabilize creatures as a bonus action via the use of the healer’s kit.

 

At 2nd level, the doctor gains advised rest, which enhances the short rest of nearby creatures: If they expend Hir Dice to heal, they regain additional hit points, increasing the die size of the bonus received over the levels.

 

Starting at 5th level, you can make superlative serums: If you have a formerly living creature, you can draw biological material from it to imbue creatures with one of the creature’s tricks – these are grouped in 3 classes, mind you: 11th and 15th level unlock more powerful abilities or features to bestow via these serums. 6th level nets extra attack as well as better medispray crafting. 18th level provides quadruple damage versus restrained targets (with a chance for instakills) and, as a capstone, the doctor may use all actions (including bonus actions, reaction etc.) to either complete restore a creature’s HP or, if it has died, restore it to 1/2 maximum. This one’s usable Intelligence modifier times per day.

 

At 3rd level, the class may choose one of three archetypes. These grant abilities at 3rd, 7th, 10th and 14th level. Chemists also learn to employ herbalism kits and may prepare holistic serums that grant advantage on a saving throw, create serums that overload the adrenaline and thus enhance attributes (no, you can’t exceed 20). You can also make serums that make the recipients quicker and even generate, at level 14, a contingency fast heal that kicks in when a creature’s reduced to 0 hit points.

 

The physician gets advantage on salvaging medical technology and several skill proficiencies and may employ fast heal at range. 10th level adds an upgrade to fast heal and 14th level a long-range syringe weapon to deliver healing…or death. The third archetype, the surgeon, gains proficiency with martial weapons and may inflict additional damage 1/turn to a creature struck if the target is within 5 ft. or you have advantage. This amount increases at 7th, 10th and 14th level. 7th level also relieves limb conditions, something I am pretty excited to read more about in the final book. 10th level nets cunning striker, which is basically a whirlwind attack versus all foes nearby. As a minor complaint, it references sneak attack, when it should reference surgical precision. Finally, the archetype may reattach lost limbs, which is also pretty intriguing – I’m already pretty interested in how the rules’ll pan out for those mechanics.

 

The pdf concludes with the medic character background, though said background does not come with the usual goal, etc.-tables, instead only focusing on the crunchy bits. Values and rules for both medical kits and medisprays are provided as well.

 

Conclusion:

Editing and formatting are pretty good. Layout adheres to a mixture of 1-column and 2-column full-color standard and the pdf sports some solid stock art. The pdf has no bookmarks apart from the SRD.

 

Mike Myler’s doctor is a cool, interesting class – in light of the issues cleric etc. will face in the radioactive wasteland, there will be plenty a group where these non-magical healers will be all but required. Similarly, the non-divine healing engine provided here is potent, but not overtly so and leaves stuff for the doc to do beyond being the heal-bot. Considering that this is FREE, it is definitely worth checking out, particularly if you wanted a non-divine healer for any type of 5e-game. Well worth getting, 5 stars.

 

You can get this nice 5e-class here for FREE on OBS!

 

The kickstarter only has until Friday to go, so if you like what you see, check it out fast! You can find it here!

 

Endzeitgeist out.

 

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