Class: Medic

The medic’s job is to keep people alive, usually after they’ve been shot, stabbed, trampled, gored, poisoned, infected with an unknown disease, or some combination of the above. For those operating in the field, this requires extensive knowledge of biology, chemistry, and pharmacology. As a medic, she is not some faith healer or medicine man. She doesn't rattle chicken bones or blow moon dust over open wounds. She doesn't ignore the basics of her profession—splints and braces—but she also doesn't ignore the benefits of the scientific process and the by-products of thousands of years of trial and error. These are modern practitioners of an evolving and every advancing science.

Proficiencies

Armor. Light armor
Weapons. Simple weapons, one-handed small arms
Tools. Poisoner’s kit, all ground vehicles and aircraft
Skills. Medicine, Computer Use, Insight, Investigation, Nature, Perception, and Sciences

Medical Exploits

As a medic, she gains exploits she can use to aid allies or hinder enemies. Mechanically, these are identical to spells. Exploits require both the use of her hands and appropriate materials to perform. Unlike spells, medical exploits require neither contemplation nor studying each morning; she regains the use of them each day without effort.She does not need to choose which exploits to prepare ahead of time. She can employ any exploit on the list of a level that she can use.

She also knows medical applications from the medical application list. These are at will abilities she can use as long as she has the necessary materials and action to perform them.

Intelligence is her medic ability. It is used when setting the saving throw DC for a medical application she uses and when making an attack roll with one. Exploit save DC = 19

Target Avoidance

She can make a dash or disengage action as a bonus action.

Primary Target

if she doesn't make an Attack action on her turn, she gains a +3 bonus to AC until the start of her next turn.

Medical Emergency

Once per turn (on her turn), she can activate one medical application requiring an action or bonus action as a free action.

Risk an Aneurysm

Instead of using her Hit Dice to recover hit points during a short rest, she can expend them on her turn to recover a medical exploit of any level she can use. She must employ that exploit within 1 minute or it is lost. She regains one level of exploit slot for each Hit Die sacrificed, but she can only recover one slot per turn. For example, if he spends 4 Hit Dice, she can recover a 4th level slot

Comments

Please Login in order to comment!