Emanuel's Exploits and Applications in Dawn of Others | World Anvil

Emanuel's Exploits and Applications

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+7 hit points..

Evasive Overdrive

Activation Time. 1 bonus action
Range. Self
Components. None
Duration. 1 round
He is able to do everything in his power to avoid getting hit. He gains a +1 bonus to AC against one creature he can see, and he doesn't provoke opportunity attacks from the target. Both effects last until the beginning of his next turn. He 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, he halves the attack’s damage.

Do Science To It

Activation Time. 1 bonus action
Range. Self
Components. None
Duration. Instantaneous
Double his proficiency bonus with his next Wisdom (Medicine) or Intelligence (Sciences) check made this turn. He 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. He 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 his 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. He can either increase +4 hit points recovered or he 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. He 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. He can target up to 2 creatures, but each requires an action. He can sacrifice his action on his next turn to administer both injections this turn.

Medical Master

Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Five minutes
Target him 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. He can target up to 4 creatures, but every two targets require an action. He can sacrifice the action on his next turn to affect all targets this turn.

Natural Healer

Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous
Target him or one living creature. The target regains 31 hit points.
Advancement. Increase +14 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. He can target up to 2 creatures, but each requires an action. He can sacrifice his 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 14 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 22 hit points.

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