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, he gains exploits he can use to aid allies or hinder enemies. Mechanically, these are identical to spells. Exploits require both the use of his hands and appropriate materials to perform. Unlike spells, medical exploits require neither contemplation nor studying each morning; he regains the use of them each day without effort. He does not need to choose which exploits to prepare ahead of time. He can employ any exploit on the list of a level that he can use.
He also knows medical applications from the medical application list. These are at will abilities he can use as long as he has the necessary materials and action to perform them.
Intelligence is his medic ability. It is used when setting the saving throw DC for a medical application he uses and when making an attack roll with one. Exploit save DC = 21
Target Avoidance
He can make a dash or disengage action as a bonus action.
Primary Target
if he doesn't make an Attack action on his turn, he gains a +3 bonus to AC until the start of his next turn.
Medical Emergency
Once per turn (on his turn), he can activate one medical application requiring an action or bonus action as a free action.
Risk an Aneurysm
Instead of using his Hit Dice to recover hit points during a short rest, he can expend them on his turn to recover a medical exploit of any level he can use. He must employ that exploit within 1 minute or it is lost. He regains one level of exploit slot for each Hit Die sacrificed, but he can only recover one slot per turn. For example, if he spends 4 Hit Dice, he can recover a 4th level slot.
Medical Applications
Live, Damn You
Activation Time.1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous
He uses his Medical kit on a willing creature and spends 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 2d6+5 hit points..
Evasive Overdrive
Activation Time.1 bonus action
Range.Self
Components.None
Duration.1 round
She is able to do everything in her power to avoid getting hit. She gains a +1 bonus to AC against one creature she can see, and she doesn't provoke opportunity attacks from the target. Both effects last until the beginning of her next turn. She can only gain this bonus once per turn.
Imperative Escape
Activation Time.1 reaction
Range.Self
Components.None
Duration.Instantaneous
As a reaction to suffering damage from a hit while already below half hit points, she halves the attack’s damage.
Do Science To It
Activation Time.1 bonus action
Range.Self
Components.None
Duration.Instantaneous
Double her proficiency bonus with her next Wisdom (Medicine) or Intelligence (Sciences) check made this turn. She can only gain this bonus once per check.
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 2d4 additional hit points. She can only gain this bonus once per exploit.
Level 1 Eploits
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 her previous turn.
Diagnose 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 22 hit points.
Advanced. She can either increase +4 hit points recovered or she can target two creatures instead of one.
Stanozolol 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.
Advancement. He can target up to 2 creatures, but each requires an action. He can sacrifice the action on his next turn to administer both injections this turn.
Level 2 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.
Advancement. She can target up to 2 creatures, but each requires either an action or a bonus action (on the same turn).
Advantageous Scledaoderma
Activation Time.1 action
Range.Touch
Components.Drug kit
Duration.Five minutes
Target one living creature to gain a +3 bonus to AC for the duration.
Advancement. She can target up to 2 creatures, but each requires an action. She can sacrifice her action on her next turn to administer both injections this turn.
Medical Master
Activation Time.1 action
Range.Touch
Components.Medical kit
Duration.Five minutes
Target her and one living creature OR two living creatures. The target regains 22 hit points. The target also has advantage on Constitution ability checks and saving throws for the duration.
Advancement.She can target up to 4 creatures, but every two targets require an action. She can sacrifice the action on her next turn to affect all targets this turn.
Natural Healer
Activation Time.1 action
Range.Touch
Components.Medical kit
Duration.Instantaneous
Target her or one living creature. The target regains 29 hit points.
Advancement.Increase +10 hit points.
Level 3 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.
Advancement.She can target up to 2 creatures, but each requires an action. She can sacrifice her next turn to administer both injections this turn.
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.
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 9 hit points. The target can also expend up to 2d6 Hit Dice to recover additional hit points.
Level 4 Exploits
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.
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 44 hit points.
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