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, you are not some faith healer or medicine man. You don’t rattle chicken bones or blow moon dust over open wounds. You don’t ignore the basics of your profession— splints and braces—but you also don’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.

That still being said, this medic is not a doctor that punches a clock and flirts with nurses. This one risks life and limb to save the lives of others. Flirting with nurses is still an option, however.

Medical Exploits

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

At 1st level, you also know two medical applications of your choice from the medical application list. These are at will abilities you can use as long as you have the necessary materials and action to perform them. You learn additional applications of your choice at higher levels, as shown in the medical applications column of the medic table.

The medic table shows how many slots you have to use your exploits of 1st level and higher. To enact one of these exploits, you must expend a slot of the exploit’s level or higher. You regain all expended exploit slots when you finish a long rest.

When you become a medic, select either your Wisdom or Intelligence (Intelligence) as your medic ability. It is used when setting the saving throw DC for a medical application you use and when making an attack roll with one. If selecting Intelligence, the Wisdom (Medicine) skill can be replaced with Intelligence (Medicine).

Exploit save DC = 8 + your proficiency bonus + your Wisdom or Intelligence modifier

Exploit attack modifier = your proficiency bonus + your Wisdom or Intelligence modifier

Kits. Many exploits and applications require the use of either a medical kit or a drug kit. A medical kit has enough supplies for 50 actions, while the drug kit has enough for 10 actions. This is regardless of how many targets are affected by said action.

1st Level Medical Exploits

Anatomy Expert

Activation Time. 1 bonus action

Range. Self

Components. Firearm

Duration. Instantaneous

Target one creature you scored a critical hit on this turn— double the amount of dice rolled for damage.

Clamp the Artery

Activation Time. 1 action

Range. Touch

Components. Medical kit

Duration. Instantaneous

Target one living creature. The target is healed of any damage incurred by the last hit it received since the end of your previous turn.

Cortical Reinforcement Injection

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. 24 hours

Target one living creature.

The target is immune to being blinded.

Diagnosis and Cure

Activation Time. 1 minute

Range. Touch

Components. Medical kit

Duration. 24 hours

Target one living creature suffering from disease or poison.

The target has advantage on any saving throws to recover from disease or poison for the duration.

Emergency Patch

Activation Time. 1 action

Range. Touch

Components. Medical kit

Duration. Instantaneous

Target one living creature.

The target regains hit points equal to your proficiency bonus + your Wisdom modifier + your level.

Standozolol Injection

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. 1 hour

Target one living creature.

The target has advantage on Dexterity ability checks and saving throws and gains a +10 feet bonus to speed for the duration.

2nd Level Medical Exploits

Adrenaline Injection

Activation Time. 1 bonus action

Range. Touch

Components. Drug kit

Duration. Instantaneous

Target one living creature to gain one additional action on its next turn and on its following turn. This is in addition to any actions the target already has, including bonus actions.

Advantageous Scleroderma Injection

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. Five minutes

Target one living creature to gain a +2 bonus to AC for the duration.

Angel of Death

Activation Time. 1 action

Range. Touch

Components. Medical kit

Duration. Instantaneous

If there is one living creature reduced to 0 hit points or less within 5 feet of you, you gain 5 + your level in temporary hit points.

Medical Master

Activation Time. 1 action

Range. Touch

Components. Medical kit

Duration. Five minutes

Target you and one living creature OR two living creatures.

The target regains hit points equal to your proficiency bonus + your Wisdom modifier + your level. The target also has advantage on Constitution ability checks and saving throws for the duration.

Natural Healer

Activation Time. 1 action

Range. Touch

Components. Medical kit

Duration. Instantaneous

Target you or one living creature. The target regains hit points equal to double your proficiency bonus + double your Wisdom modifier + your level. Advancement.

Quick Recovery

Activation Time. 1 bonus action

Range. Self

Components. Medical kit

Duration. 1 round

Double your proficiency bonus to your next Intelligence or Wisdom skill check this turn. If the check still fails, you have advantage on all saving throws until the end of your next turn.

Synthetic Steroid

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. 1 hour

Target one living creature.

The target has advantage on Strength ability checks as well as a +1 bonus to Strength based attack rolls for the duration.

Treat Patient

Activation Time. 1 minute

Range. Touch

Components. Medical kit

Duration. Instantaneous

One creature recovers as many Hit Dice as your proficiency bonus.

Xanthine Injection

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. 1 hour

Target one living creature.

For the duration, the target has advantage on Constitution ability checks and saving throws. The target also gains temporary hit points equal to double your proficiency bonus + double your Wisdom bonus.

3rd Level Medical Exploits

Analeptic Injection

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. Instantaneous/Special

Target one unconscious living creature.

The target wakes up. If at 0 hit points, the target is brought to 1 hit point, wakes up, and can expend up to 2d4 hit dice to recover hit points. The target is also immune to sleep effects until it finishes a long rest.

Aversion Therapy

Activation Time. 1 bonus action

Range. Self

Components. Firearm

Duration. Until saved or 1 minute

Target one creature you hit with a ranged weapon this turn. The target suffers a -2 penalty to AC, and its speed is halved. At the end of each of its turns, it can make a Constitution saving throw to end the effect.

Ephedrine Psychotropic Injection

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. Five minutes Target one living creature.

For the duration, the target automatically succeeds at all Wisdom and Intelligence saving throws. The target also gains resistance to all physical damage.

Delay Condition

Activation Time. 1 action

Range. Touch

Components. Medical kit

Duration. Instantaneous

Target one living creature. Its fatigue level is reduced by 4. Advancement.

Minor Medical Miracle

Activation Time. 1 minute

Range. Touch

Components. Medical kit

Duration. Instantaneous

Target one creature that has been reduced to 0 hit points or killed in the past five minutes. The target regains hit points equal to double your proficiency bonus + double your Wisdom modifier. The target can also expend up to 2d6 Hit Dice to recover additional hit points.

Unhealthy Psychostimulant Injection

Activation Time. 1 action

Range. Touch

Components. Drug kit

Duration. 1 minute

Target one living creature. For the duration, when making an attack action, the target may make one extra attack with any weapon it is holding. This is in addition to any attacks it already has and those gained by a bonus action.

4th Level Medical Exploits

Exotic Concoction

Activation Time. 5 minutes

Range. Touch

Components. Drug kit

Duration. Instantaneous

Target up to 6 creatures (which can include you).

Each target gains temporary hit points equal to double your proficiency bonus + double your Wisdom modifier.

Field Experience

Activation Time. 1 action

Range. 30 feet

Components. None

Duration. Five minutes

Target up to 6 creatures (which can include you). For the duration, the target’s weapon attacks score a critical hit on a roll of 19 or 20. If the target already can score a critical hit on a roll of 19 or 20, it increases to 18, 19, or 20.

I Can Hear Bells Ringing

Activation Time. 1 reaction

Range. Self

Components. None

Duration. Instantaneous

As a reaction to being targeted by an area effect, you are moved to the nearest unoccupied space outside the area (suffering no damage). You also gain a +5 bonus to AC and have advantage on Dexterity ability checks and saving throws until the end of your next turn.

Major Medical Miracle

Activation Time. 1 minute

Range. Touch

Components. Medical kit

Duration. Instantaneous

Target one living creature.

The target recovers from all of the following conditions. blinded, charmed, deafened, diseased, paralyzed, poisoned, and stunned. Its fatigue level is reduced to 0, and it recovers hit points equal to double your proficiency bonus + double your Wisdom modifier + double your level.

Playing God

Activation Time. 5 minutes

Range. Touch

Components. Medical kit

Duration. Instantaneous

Target one ally killed in the past 30 minutes. The target returns to life with 20 hit points, and they awaken.

Target Avoidance

Starting at 1st level, as a bonus action, you can take a Dash action. At 2nd level, as a bonus action, you can instead take a Disengage action.

Primary Target

Starting at 1st level, if you don’t make an Attack action on your turn, you gain a +2 bonus to AC until the start of your next turn. At 5th level, this bonus increases to +3.

Medical Emergency

Starting at 6th level, once per turn (on your turn), you can activate one medical application requiring an action or bonus action as a free action.

Medical Applications

Modern Master

Activation Time. 1 bonus action

Range. Self

Components. Medical kit

Duration. Instantaneous

Use the same round after attempting an exploit that recovers a target’s hit points. The target recovers 1d4 additional hit points.

Live, Damn You

Activation Time. 1 action

Range. Touch

Components. Medical kit

Duration. Instantaneous

You use your Medical kit on a willing creature and spend a Hit Die. If the target has been reduced to 0 hit points and is making death saving throws, the target gains 1 hit point. If above 0 hit points, the target recovers hit points equal to your proficiency bonus + 1d6.

Field Shot

Activation Time. 1 bonus action

Range. Self

Components. Firearm

Duration. Instantaneous

After using a medical exploit as your action, make a single ranged attack this same turn. You can use Intelligence or Wisdom instead of Dexterity as your modifier for attack and damage.

Do Science To It

Activation Time. 1 bonus action

Range. Self

Components. None

Duration. Instantaneous

Double your proficiency bonus with your next Wisdom (Medicine) or Intelligence (Sciences) check made this turn. You can only gain this bonus once per check.


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