Medic in Element 133 | World Anvil

Medic

The Medic class represents the people who heal others. While Clerics would draw their healing abilities from deities, Medics use medicine, technology, and chemical creations to heal. They do not possess any magic, taking their abilities entirely from science. While the Hippocratic Oath says to 'Do no harm,' Medics need not follow it when in battle. Drawing their weapons and saws, they are prepared to perform amputations on the battlefield. Medics can follow the adventuring life, using their allies as a chance to bring their skills across the land. Or to find subjects for their experiments.

You may select this class as your base class by selecting a Tier One Medic class feature as your first feature, doing so grants you the abilities, proficiencies, equipment, and features listed under Base Class Features for no AXP cost. These cannot be gained from multiclassing. To multiclass to the Medic class select any feature of your current Tier + 1 or lower for which you meet the prerequisites and pay the appropriate multiclassing fee found in Character Creation.


A disheveled soldier crouches over the fallen body of his brother in arms, he moves quickly to bandage him while firing accurately across no man's land at the approaching enemy. The medic quickly revives him and pulls him to his feet leading him to the safety of the trench before rushing back out to save another life. Not a shred of fear on his face only dedication and determination

A white and red android speeds across the destroyed street, not moments after an areal strike. He quickly removes the fallen heroes from the wreckage and then creates a force shield to protect them while she administers first aid. Undeterred by the buildings collapsing nearby.

The door opens to reveal a small woman in a long coat, she greets you as the coat falls away to reveal two mechanical appendages sprouting from her back. The woman and her mechanical aids perform your life-saving surgery in mere minutes.

A burly man standing behind a party of adventurers delivering aid to his party members from a fleet of aerial drones and shooting repelling grenades and gasses into the horde of oncoming zombies. Blasting them backward and providing a chance for them all to flee into a neighboring building.

Ambulance in a Backpack

Combat medicine is found in militaries all around the world, but since the development of hospitals and ambulances, the need for portable and traveling medicine has mostly been lost in first-world countries. However, once the creatures arrived, they devastated the major industries of the world. The hospitals fell and the roads became too damaged to travel on safely. Engineers and Doctors across the country began to quickly develop the systems used currently. Some focused on technological advances that allowed medical machines to become portable, creating the AID system. Some found the new distribution of healing chemicals and medicines to be the key, developing aerosol first aid, powerful med kits, and adrenaline boosters. Some decided the Hippocratic Oath stood in the way of saving lives and developed new ways to protect their patients, and attack those who would harm them.


Medics in Pop Culture

Mother's Milk (MM) from The Boys, Abigail Griffin from The 100, Jemma Simons from Agent's of Shield, Shuri from the MCU, The Medic from Team Fortress 2, Dr. Mundo from League of Legends, Mercy from Overwatch, and Forrest Gump.


Creating a Medic

When deciding to create a Medic, what made your character choose the life of medicine? Did you live in high-class society and were funded through their education, or were you an apprentice to another Medic? Were you self-taught through trial and error, unconcerned with what others have done? A Medic can heal, but some prefer to also practice 'preventative medicine' by slaying those who would do harm to their patients. Do you practice this, or do you focus on keeping your allies as alive as possible?

The Medic class is a healer class, although not defenseless, it is often difficult to engage in combat on one's own. As a party member, the Medic acts as a support class, healing, bolstering, and protecting their party members. The Smart Hero and Dedicated Hero are good multiclass for all Medics. For enhancing the abilities of certain feature trees, the Medic may consider multiclassing into Tough Hero, Champion, Chemist, Smith, or Ravager.

Medic Quick Build

You can make a Medic quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Intelligence and Dexterity. Second, choose the Doctor's occupation. Select the Surgeon profession from the Profession base class feature.

Base Class Features

The following abilities are granted by selecting this class as your base class

Ability Score Increase

+2 WIS, +1 to any other ability.

Saving Throw Proficiency

Gain proficiency in Wisdom, Dexterity, and Intelligence saving throws.

Wealth, Reputation and Supply

WEA +3, REP +4, SUP +1

Speed Modifier

+5

Skill Proficiencies

Gain proficiency in four of the following skills or gain expertise in two; Animal Handling, Circuitry, History, Insight, Investigation, Medicine, Nature, Persuasion, Religion, Sleight of Hand, and Survival.

Weapon & Armor Proficiencies

Light and Medium Armor, Personal Melee Weapons, Personal Handguns, Smoke Grenade, Tear Gas, Flare Gun, Throwing Knife, Dagger

Tool Proficiencies

Healer's Kit, Herbalism Kit, Chemistry Kit, Medical Kits, and Surgical Kits

Languages

3 of your choice

Equipment

Two minor med kits (3d4+4), and one major med kit (6d4+6). You may also select 4 items of value 15 or lower from the following tables in the Equipment article, Bags and Boxes, Clothing, Computers and, Consumer Electronics, Surveillance Gear, Professional Equipment, Survival Gear, and/or Weapon Accessories

You may also select one simple, martial, or personal weapon that you have proficiency in from the tables in the Weapons article. And 3 bundles/boxes of the requisite ammunition for that weapon.

Free Features

Medical Procedures - 0 AXP

TIER ONE FEATURE: Medical Procedures

    • AXP: 0
    • Pre-Requisites: Selected Medic as base class
    • Grants Access To: None

Gain the following abilities and class resources;

Treatment Dice: You are capable of more specialized medical techniques and practices to tend to the wounds of your allies. Some features are fueled by an amount of Treatment Dice you have. You have an amount of Treatment Dice equal to 2 x your proficiency bonus, which are d6's. When you use a treatment dice, it is spent until you finish a short or long rest. The size of the die increases to 1d8 at the 4th tier, 1d10 at the 6th tier, and 1d12 at the 8th tier.

Hit Dice: You can spend the target's hit dice instead of spending treatment dice to use features if the target is willing. You may only use Treatment Dice for features that target yourself.

Residency: You may gain an additional Medic feature, provided you meet the prerequisites, for one-half the feature's listed AXP cost at tiers 4, 6, 8, and 10.

Medic Save DC: Some features require the target to make a saving throw. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Tools of the Trade: Your expertise in the medical field allows you better usage of the Healer's Kit, Herbalism Kit, Minor and Major Med Kits, and Surgeon's Kit. When using these tools you may use any number of Treatment Dice and add them to the dice roll involved.


 
Profession - 0 AXP

TIER ONE FEATURE: Profession

    • AXP: 0
    • Pre-Requisites: Selected Medic as Base Class
    • Grants Access To: Surgeon, Field Doctor, Auto-Doc, Quack, or Plague-Bearer feature trees.

You may choose a Profession for your Medic granting you access to a feature tree: the Surgeon, Field Doctor, Auto-Doc, Quack, or Plague-Bearer. These 'sub-classes' are detailed below.

The Pacifist

You may choose the path of the pacifist if you decide to become a Surgeon or Field Doctor. As a pacifist, you do not harm but only persuade the enemy to stop fighting and end the battle peacefully, or to keep your allies alive and let them handle the fighting. Choosing a pacifist profession also allows you to use an action to heal or give temporary hit points to an ally within 5 feet of you. This healing is equal to one of their Hit Die + your intelligence modifier. The temporary hit points last for 1 minute. This spends one of their Hit Die upon use. You can do this a number of times equal to your Intelligence modifier (minimum 1) and regain all uses on a long rest. This healing increases to 2 HD at the 4th tier, 3 HD at the 6th tier, and 4 HD at the 8th tier. If any are given as Temporary Hit Points, they do not stack as normal.

Additionally, choosing the Surgeon profession grants you access to the Surgeon Feature Tree containing the Surgeon: Eyes on Me, Surgeon: Proper Surgery, Surgeon: The Best Medicine, and Surgeon: Total Anatomy features.

Choosing the Feild Doctor profession grants you access to the Feild Medic Feature Tree containing the Field Doctor: Medicinal Cloud, Field Doctor: Quick Assessment, Field Doctor: Skilled Patchwork, and Field Doctor: Übermensch features.

Breaking your Hippocratic Oath with intent will result in your Profession changing to the appropriate Oath-breaker version of your class (Surgeon becomes Quack, and Field Doctor becomes Plague-Bearer). Any features you have upgraded to in the Surgeon or Field Doctor feature trees are immediately removed and replaced with the equivalent features from the feature trees of their oath-breaker variants below.

The Hippocratic Oath

I will respect the hard-won scientific gains of those physicians in whose steps I walk, and gladly share such knowledge as is mine with those who are to follow. I will apply, for the benefit of the sick, all measures required, avoiding those twin traps of overtreatment and therapeutic nihilism. I will remember that there is an art to medicine as well as science, and that warmth, sympathy, and understanding may outweigh the surgeon's knife or the chemist's drug. I will not be ashamed to say "I know not," nor will I fail to call in my colleagues when the skills of another are needed for a patient's recovery. I will respect the privacy of my patients, for their problems are not disclosed to me that the world may know. Most especially must I tread with care in matters of life and death. If it is given me to save a life, all thanks. But it may also be within my power to take a life; this awesome responsibility must be faced with great humbleness and awareness of my own frailty. Above all, I must not play at God. I will remember that I do not treat a fever chart, a cancerous growth, but a sick [thinking] being, whose illness may affect the person's family and economic stability. My responsibility includes these related problems if I am to care adequately for the sick. I will prevent disease whenever I can, for prevention is preferable to cure. I will remember that I remain a member of society, with special obligations to all my fellow [thinking] beings, those sound of mind and body as well as the infirm. If I do not violate this oath, I may enjoy life and art, respected while I live and remembered with affection thereafter. May I always act so as to preserve the finest traditions of my calling and may I long experience the joy of healing those who seek my help.

(Shortened) Code of Ethics for Medical Professionals:

  • Share medical knowledge with those who seek it.

  • Treat your patients to the best of your ability.

  • Respect patient confidentiality.

  • Save the lives of those who you can and put those to rest who cannot be saved with respect and dignity.

The Auto-Doc

You cannot always trust your flesh to perform complex procedures. Machines, on the other hand, will always perform their dedicated tasks exactly as taught unquestioningly. By selecting the Auto-Doc profession you gain the ability to use the AID system, these medical machines drones, and/or mechanical appendages strapped to your body react by physical or mental command and increase the range, accuracy, and speed of your medical skills. You may upgrade to the Auto-Doc Feature Tree at any time regardless of whether you already have another profession. In addition, if you select the Auto-Doc profession at Tier One you may select another profession at Tier 3 taking the abilities and access granted by them at no additional AXP cost.

Take the Quick Patch Tier One feature for no AXP cost and gain access to the begining features of the Auto-Doc Feature Tree containing the Auto-Doc: AID Drone, Auto-Doc: Drone Lifting, Auto-Doc: Drone Fleet, Auto-Doc: AID Appendage, Auto-Doc: Dual Appendage, Auto-Doc: Support Beam, Auto-Doc: Toxin Beam, Auto-Doc: Force Shield, and Auto-Doc: Emergency Protocols features.

The Oath Breaker

Sometimes the best way to save a person is not to save them at all. Whether your character is evil, or just more focused on offense than defense the Quack or Plague-Bearer profession is for you. A major shift in ideology and alignment may result in your Profession changing to the appropriate pacifist version of your class (Quack becomes Surgeon, and Plague-Bearer becomes Feild Medic). Any features you have upgraded to in the Quack or Plague-Bearer feature trees are immediately removed and replaced with their equivalent features from the feature trees of their oath-breaker variants above.

Quack

They laughed when you removed the internal organs of your patient. You laughed when you put the organs inside of them. Why? Why not? The Quack is the one who chose the medical life, not to 'help people' or 'ensure the longevity of everyone' but instead for science! How far can the organic body go? How fragile are they? How can they be improved? What sorts of creatures can you CREATE? The Quack gains the ability to talk to ducks and other waterfowl. Perhaps other birds, too. Are the translations accurate? No one really can answer that.

By selecting the Quack as your profession you may roll any amount of Treatment Dice (see the Medical Procedures Medic base class feature) as an action to create pain killers equal to the number rolled on the Treatment Dice. A creature can consume a pain killer as a bonus action, or feed another creature one as an action. Each pain killer causes the creature to regain 1 hit point, and suppresses the Stunned condition or 1 level of exhaustion, per pain killer ingested, for 1 hour. The creature still has levels of exhaustion, but it is not affected by them for the duration. You may use a Pain Killer to wake a stabilized creature at 0 hit points, they wake immediately with no adverse effects. However, they remain at 1 hit point until healed.

If a creature ingests more pain killers than its Constitution modifier before completing a short rest, that creature gains the Poisoned condition until its next rest.

Additionally, selecting the Quack profession grants access to the Quack Feature Tree containing the Quack: Kooky Surgery, Quack: Organic Harvest, Quack: Living Harvest, and Quack: Unfeeling features.

Plague-Bearer

Populations kept alive by overly zealous medicine have led to a weaker immune system. Disease is simply nature's way of sorting those weaklings from those who can truly survive life's challenges, and who are those fools to say otherwise? The Plague-Bearer is this catalyst to nature, bringing disease wherever he goes and cleansing the world of those too weak to be allowed to remain alive and propagate their weakness.

By selecting the Plague-Bearer as your profession you may spend one Treatment Die as a bonus action after hitting a creature with an attack to cause that creature to bleed. The target takes necrotic damage equal to the Treatment Die rolled, and must succeed on a Constitution saving throw, or take additional necrotic damage, equal to your original roll, each turn. On a success, the bleeding ends.

The target or another creature can use its action to stop the bleeding with a success on a Wisdom (Medicine) check with a DC of 10. The bleeding also stops if the target regains 1 hit point. Otherwise, it ends after 30 seconds.

Additionally, selecting the Plague-Bearer as your profession grants access the Plague-Bearer Feature Tree containing the Plague-Bearer: Vector of Infection, Plague-Bearer: Noxious Aura, Plague-Bearer: Infected Wound, and Plague-Bearer: Superbug features.


 

Class Features

Tier One
Auto-Doc: AID Drone - 2000 AXP

TIER ONE FEATURE: Auto-Doc: AID Drone

You have built a tiny little drone to follow you around and assist in your healing duties, and you may use your Quick Patch class feature through it. If destroyed, you may rebuild it during a Long Rest. At 4th tier, you may administer a medicine from the Natural Medicines feature through this drone.

The drone acts on it's own initiative immediately following yours, and can only be commanded by you.

AID Drone

Tiny construct, any alignment


Armor Class 13

Hit Points 4

Speed Flying 60 ft.


STR

2 (-4)

DEX

11 (+0)

CON

12 (+1)

INT

10 (+0)

WIS

12 (+1)

CHA

1 (-5)


Senses Darkvision 30 ft., passive Perception 11

Languages Understands all languages, cannot speak.


Traits

Saving Throws: DEX +3

Damage Resistances: fire, piercing, slashing

Damage Immunities: nectrotic, poison, psychic, radiant

Condition Immunities: charmed, deafened, exhaustion, frightened, petrified, poisoned


Upgrades: The AID Drone increases in ability as their Medic companion does, many Medic features increase the functionality of the Drone. In addition, the AID Drone is 'Upgradable' as defined by features in the Smith class.

Instant Communication: The AID Drone may recieve commands telepathically as a free action. Only the Medic or Smith companion of the AID Drone may give commands.

Sleep Mode: When the AID Drone leaves 300 feet from its companion or its companion falls unconcious, the drone powers off. In this form it cannot take any actions, does not move, and has an AC of 25. It takes 12 seconds for an AID Drone to wake from Sleep Mode.


Actions

Help

You can lend your aid to another creature in the completion of a task. When you take the Help Action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Medical Procedure

The AID Drone may make a Wisdom (Medicine) check to stabilize a creature, it may also use a med kit or surgeon's kit to heal a creature. This tool must be given to the AID Drone beforehand, and the drone may only store one kit at a time.

Sleep

The AID Drone may be commanded to enter Sleep Mode. If flying, the drone suddenly drops and takes the appropriate fall damage. This may also deal blugeoning damage to any creatures directly under the drone when it falls.


 
Auto-Doc: AID Appendage - 2000 AXP

TIER ONE FEATURE: Auto-Doc: AID Appendage

You craft a mechanical appendage that attaches to your back creating an extra arm. The AID appendage is a part of you and is controled psychically. It can be attacked separately from you and has an AC of 25, 30 HP and a damage threshold of 10. All other checks are made using your abilities.

Your appendage grows in ability with you and some features may be used by your AID Appendage. In addition, you may use the AID Appendage to perform extra actions within your turn. You gain the following abilities.

  • You may use the AID Appendage to lift or interact with an object no greater than 15 lbs as a bonus action.
  • You may use a med kit, surgeon's kit, or medicine from the Natural Medicines feature as a bonus action.
  • If you are reduced to 0 Hit Points, the AID Appendage will use a med kit or surgeon's kit to revive you on your next turn. If you do not have a med kit or surgeon's kit in your inventory you must make death saves as usual.
  • You may use the Quick Patch feature as a free action once per turn.
  • Surgery times for the Surgeon: Proper Surgery and Quack: Kooky Surgery features are reduced by half.


 
Doctoring - 1000 AXP

TIER ONE FEATURE: Doctoring

You gain proficiency in the Medicine skill. If you already had proficiency in this skill, you may double your proficiency bonus in this skill. You also gain a +2 skill bonus on any Medicine checks on a number of creature types equal to 1 + your Intelligence Modifier (minimum of 1). The types you may choose from are: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Feys, Fiends, Giants, Humans, Androids, Aliens, Monstrosities, Plants, or Undead.


 
Surgeon: Eyes on Me - 2000 AXP

TIER ONE FEATURE: Surgeon: Eyes on Me

You have learned that sometimes medicine can scare people. Calming them seems to help ensure that you are not disrupted during critical moments. Add your Charisma modifier to all Healing-related rolls.

In addition, you can use your bonus action to comfort a creature you can see within 30 feet. You end the frightened or charmed condition on that creature, and the creature becomes immune to that condition for 1 minute. For the duration, any damage taken by the creature is reduced by 1d4. This increases to 1d8 at 4th tier, 1d12 at 6th tier and 2d8 at 8th tier.

You can use this feature three times, and regain your uses after finishing a short or a long rest.


 
Quack: Kooky Surgery - 2000 AXP

TIER ONE FEATURE: Quack: Kooky Surgery

As a Quack, you are experimenting with bodies. Not your body, but bodies nonetheless! You may perform surgery to examine a body, noting recent damage and any diseases or infections in their system. Upon succeeding in a Medicine Check (DC 8) you may remove the diseased or infected portions of their body, ending all diseased, poisoned, and infected conditions. You may also heal the creature by 1d6 + Intelligence mod of hit points. At the 4th tier, your healing increases to 2d6 + Intelligence mod. At the 6th tier, it becomes 4d8 + Intelligence mod. At the 8th tier, it becomes 6d10 + Intelligence mod. The surgery takes 30 minutes. However you may spend any number of Treatment Dice to reduce this time, at 5 min for every 1 Treatment Die (6 dice would reduce the surgery time to one action). If this was done during a short rest, the creature still gains the benefits from its hit die.

If interrupted you must make a Constitution Saving throw (DC 10 + any damage dealt to you). On a success, the surgery is salvaged and the patient takes a dice roll based on your tier (1d6, 2d6, 4d8, 6d10) as necrotic damage but wakes the next turn. On a failure, the patient begins bleeding out, they are unconscious, and they begin taking 2 of their Hit Dice in necrotic damage at the end of each of your turns. You may stop this bleeding by making a successful Medicine check (DC 15).


 
Field Doctor: Medicinal Cloud - 2000 AXP

TIER ONE FEATURE: Field Doctor: Medicinal Cloud

You have thought to yourself "Hm... why can't I make medicine into a cloud?" Well, now you can! During a long rest you can spend time on making a number of healing cloud grenades equal to your tier + your intelligence modifier (minimum of 2). Make a Ranged Weapon Attack to throw a grenade. The grenade turns into a mist that affects an area within a 5ft radius dealing 1d6+2 healing to all creatures within the radius. The radius of effect increases to 10ft at 4th tier, 20ft at 6th tier, and 30ft at 8th tier. You can throw your grenades at a range of 30 feet. At 6th, you have discovered a reagent which causes your cloud to only affect your party! Whether they know you have injected them with the required reactant or not is up to you.


 
Nerve Pinch - 1500 AXP

TIER ONE FEATURE: Nerve Pinch

    • AXP: 1500
    • Pre-Requisites: Dexterity score of at least 10

You have studied the art of subdueing someone with out dealing permanent damage. Gain proficiency in Unarmed Strikes.

Additionally, you may make an unarmed attack against a living creature using your Dexterity modifier. If the attack succeeds, the target takes no damage but must succeed on a Constitution saving throw (DC 10 + your tier + your Dexterity modifier) or be paralyzed for 1d4+1 rounds.


 
Track Wounded - 2500 AXP

TIER ONE FEATURE: Track Wounded

    • AXP: 2500
    • Pre-Requisites: None
    • Grants Access To: None

Like a bloodhound, you can sniff out the injured. As a bonus action, you can mark a creature within 5 feet of you with hit points below their maximum. For the next hour, you have advantage in Wisdom (Survival) and (Perception) checks to track and find the creature. Additionally, as a bonus action, you may make a Wisdom (Perception) check on a creature and know whether it is above or below half of its maximum hit points.


 
Quick Patch - 1000 AXP

TIER ONE FEATURE: Quick Patch

    • AXP: 1000
    • Pre-Requisites: None
    • Grants Access To: None

You may use a bonus action to perform an act of healing. This is the Quick Patch in which you apply a bandage to any living target within touch range and heal by 1d4 + your Wisdom Modifier. This increases to 1d6 at 4th, 1d8 at 6th, and 1d10 at 8th tier. You may only use this feature a number of times equal to your 2 x your proficiency bonus, and regain all uses upon completing a long rest.

You may add any number of Treatment Dice to this healing.


 
Plague-Bearer: Vector of Infection - 2000 AXP

TIER ONE FEATURE: Plague-Bearer: Vector of Infection

You have been blessed with a greater immune system. Disease does not harm you, but it can live inside of you. Any time that you would become diseased, you gain none of the symptoms or penalties for being sick and carry the disease with you until it dies out. Your unarmed strikes receive an additional 1d4 poison damage and force the target to make a successful Constitution saving throw against your Medic save DC (8 + your Wisdom modifier + your proficiency bonus) or be inflicted by a random disease which you carry. At 4th tier, you deal additional poison damage equal to the number of diseases which you carry.


 

 
Tier Two
Battle Medic - 6500 AXP

TIER TWO FEATURE: Battle Medic

    • AXP: 6500
    • Pre-Requisites: None
    • Grants Access To: None

You may choose two of the following categories from the list in The Bunker to gain proficiency in: Personal Weapons, Archaic Simple Weapons, Archaic Martial Weapons, Light Explosive Weapons, Heavy Armor and Shields.

In addition, You may also aquire two simple, martial, or personal weapons that you have proficiency in. And 3 bundles/boxes of the requisite ammunition for those weapons.


 
Auto-Doc: Drone Lifting - 3600 AXP

TIER TWO FEATURE: Auto-Doc: Drone Lifting

Your drone has a more powerful motor. Your drone may carry up to 200 pounds, although its flying speed is reduced to 20 feet while it carries anything. At 6th tier, this has been resolved and your drone will be able to carry up to 300 pounds.


 
First Responder - 3800 AXP

TIER TWO FEATURE: First Responder

    • AXP: 3800
    • Pre-Requisites: A Dexterity score of at least 12 or access granted by Nerve Pinch.
    • Grants Access To: None

You are the first to notice a fallen teammate, if a creature is knocked unconcious due to damage you may immediately use your reaction to move 10 feet towards that creature taking the most direct route. You do not trigger oppertunity attacks from this movement.

Additionally, you gain +2 to all Dexterity saving throws.


 
Plague-Bearer: Noxious Aura - 5600 AXP

TIER TWO FEATURE: Plague-Bearer: Noxious Aura

You have learned how to release the plagues inside you creating poisonous clouds which cling around you. This cloud affects an area within a 5ft radius. The radius increases to 10ft at 4th, 20ft at 6th, and 30ft at 8th tier. Any creature within its area of effect takes Tier + 2 in poison damage at the start of its turn. You have also discovered a reagent which causes your cloud to not affect your party! Whether they know you have injected them with the required reactant or not is up to you. By 6th tier, you may also infect any creatures within the cloud with a random disease you carry at the start of its turn should it fail a Constitution saving throw against your Medic save DC.


 
Quack: Organic Harvest - 5600 AXP

TIER TWO FEATURE: Quack: Organic Harvest

You can begin collecting up to 1d4 organs from slain creatures. You may use such organs to improve your surgery, adding +10 to all of your healing rolls in surgery per organ used. This increases to +14 at 6th and +18 at 8th tier. However, your target must pass a Constitution save with DC 10 plus 2 for every organ used to ensure their body doesn't reject the transplant. Failing this instantly drops them to 0 HP with 1 failed death saving throw. Organs weigh 2 pounds each and will spoil within 1 day if not kept cold. You cannot harvest viable organs from constructs, oozes, plants, or undead. Although most non-spoiled organs fetch a pretty penny in black markets. Every 4 organs you sell successfully, your Wealth score increases by one.


 
Surgeon: Proper Surgery - 5600 AXP

TIER TWO FEATURE: Surgeon: Proper Surgery

You have learned how to patch people up from the inside. You may perform surgery to examine a body, noting recent damage and any diseases or infections in their system. Upon succeeding a Medicine Check with DC 10, you may also heal the creature by 1d6 + Intelligence mod + Wisdom mod of hit points. At 4th tier, your healing increases to 2d6 + Intelligence mod + Wisdom mod. At 6th tier, it turns to 4d8 + Intelligence mod + Wisdom mod. At 8th tier, it turns to 6d10 + Intelligence mod + Wisdom mod. Surgery takes approximately 1 hour. If this was done during a short rest, the creature still gains the benefits from its hit die. The benefits from Eyes on Me have already been included in the healing amount.

If interupted you must make a Constitution Saving throw (DC 15 + any damage dealt to you). On a success the surgery is partially successful and the patient heals half the hit points they would have gained. On a failure the patient takes the dice roll (1d6, 2d6, 4d8, 6d10) as necrotic damage.


 
Field Doctor: Skilled Patchwork - 5600 AXP

TIER TWO FEATURE: Field Doctor: Skilled Patchwork

You have to work quick to save the dying from imminent death, and you need to be able to do a variety of things to save them. You can make Wisdom (Medicine) checks as a bonus action. When you use this skill this way, you can choose from one of the following effects with a roll that passes the corresponding DC, in addition to the effects normally allowed by this check, like stabilizing a dying creature:

  • DC 12: The target regains 1 hit point.
  • DC 15: You end a poisoned, blinded, deafened, paralyzed, or stunned condition or disease affecting the target.
  • DC 20: The target either regains 2d4 hit points or stops being petrified, or removes a level of exhaustion.
  • DC 23: You may temporarily patch a Minor Injury, causing the character to take no penalties for one hour. The DM may decide a body is too damaged to be healed or repaired in this way.
  • DC 26: You may change a Major Injury to a Minor Injury, or completely heal a Minor Injury. This may only be used on your turn immediately following the targets injury roll. The DM may decide a body is too damaged to be healed or repaired in this way.


 
Auto-Doc: Support Beam - 5600 AXP

TIER TWO FEATURE: Auto-Doc: Support Beam

Taking this feature grants the Support Beam ability to your AID Drone and/or AID Appendage. You may fire a beam of nanomedicines at a target as an ranged weapon attack. You may use this feature a number of times equal to your Wisdom modifier, alternatively you may expend one Treatment Die to use this feature additional times adding the Treatment Die roll to the effect if applicable. You regain these uses after a long rest.

The range of a Toxin Beam is 30 ft unless otherwise stated, and you or your drone must have a line of sight to your target.

Support Beams


Available atName and Effect
Tier 2Healing Beam - These beams heal the creature hit by them for 1d6 + your Wisdom modifier.
Tier 3Vigorous Beam - These beams give the target temporary HP equal to your Intelligence modifier + your proficiency bonus, and also increases the targets AC by +2 for 1 minute. Hitting the same creature with multiple beams does not increase AC further and a single creature cannot gain more than 20 temporary hit points from this feature.
Tier 4Anti-Healing Beam - These beams force a target to make a Constitution saving throw, on a failure the target is unable to regain health for 1 round. On a success the beam fails.
Tier 5Adrenaline Beam - This beam delivers an adrenaline boost. The target gains 15 ft. of movement and advantage on all attack and saving throws until the end of their next turn.
Tier 6Calming Beam - This beam delivers a calming agent. The target must succeed a Wisdom saving throw, or be charmed for 1 minute.


 
Auto-Doc: Toxin Beam - 5600 AXP

TIER TWO FEATURE: Auto-Doc: Toxin Beam

Taking this feature grants the Toxin Beam ability to your AID Drone and/or AID Appendage. You may fire a beam of nanotoxins at a target as an Ranged Weapon attack. You may use this feature a number of times equal to your Wisdom modifier, alternatively you may expend a Treatment Die to use this feature additional times adding the Treatment Die roll to the attack if applicable. You regain these uses after a long rest.

The range of a Toxin Beam is 30 ft unless otherwise stated, and you or your drone must have a line of sight to your target.

Toxin Beams


Available atName and Effect
Tier 2Intoxicating Beam - This beam delivers a poisonous toxin, granting the enemy disadvantage on attack rolls until the end of their next turn.
Tier 3Paralytic Beam - This beam delivers a stiffening toxin, rendering an enemy completely unable to move for a period of time. The enemy must succeed a Constitution saving throw. On a failed save the enemy is paralyzed until the end of their next turn.
Tier 4Toxic Wall - This beam creates a 15ft line of poisonous gas that lasts for 1 minute. A creature that ends its turn within the cloud must succeed a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.
Tier 5Rage Beam - This beam delivers a fury causing toxin. They must succeed a Wisdom saving throw, or the creature hit by this arrow will attack the closest creature with an attack of the DM's choice.
Tier 6Goodnight Beam - This beam delivers a sleep inducing toxin. Roll 2d6 x your tier. If the total of the roll is above the current health of the target, the target falls into a deep sleep for 1 minute, or until a creature performs the awaken action on it.


 

 
Tier Three
Ability Score Increase - 4200 AXP

TIER THREE FEATURE: Ability Score Increase

    • AXP: 4200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 3 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Surgeon: The Best Medicine - 8400 AXP

TIER THREE FEATURE: Surgeon: The Best Medicine

You have learned a new type of medicinal practice: Laughter. You gain proficiency in Performance. When performing any Healing actions, you may also roll a Performance {Cha) check against a creature's Insight (Wis). Success causes your target to laugh and gain 2d10 + your Charisma modifier in temporary Hit Points. A target may benefit from this feature only once per long rest. You cannot stack this effect with other temporary Hit Point increasing effects.


 
Emergency Blanket - 9600 AXP

TIER THREE FEATURE: Emergency Blanket

    • AXP: 9600
    • Pre-Requisites: None
    • Grants Access To: None

You acquire a 10 x 10 foot nanotechnology emergency blanket. This blanket may be equipped as an action to protect one's self from harsh temperatures and grants you immunity from cold and fire damage while using it. The exterior can also be modified as a bright color visible in normal conditions from 1,000 feet away, or a camouflaged exterior that gives you a +10 on stealth checks while not moving or +5 while moving. You become vulnerable to lightning damage and cannot take any actions while the blanket is equipped as you must hold it over you.

Additionally as an action, you may trigger the ridged defense feature making any area or creature covered by the blanket immune to all physical damage. This seals the blanket around you sealing all air inside/outside. You have enough air to breathe equaling 1 + your Constitution modifier minutes. The blanket must be destroyed from the inside to open it. The blanket becomes unusable afterward.

You may repair the blanket after purchasing materials worth a value of 12 and spending a long rest to mend it.


 
Auto-Doc: Force Shield - 8400 AXP

TIER THREE FEATURE: Auto-Doc: Force Shield

As an action, your AID Drone or AID Appendage creates a transparent shield of crackling force that springs into existence at a point you choose within 60 feet. The shield appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the shield is 1/4 inch thick. It lasts for up to 10 minutes. If the shield cuts through a creature’s space when it appears, the creature is pushed to one side of the shield (your choice which side).

Nothing can physically pass through the shield. It is immune to all damage and can’t be dispelled. However, a disintegrating effect or any effect that deals more than 100 Hit Points of damage in one attack, destroys the wall instantly.

You may continue to take actions as normal but may not take any actions using your AID machine. You may continue to use additional AID machines if you have them. You may end this effect as a bonus action, this feature may only be used once per long rest. After using this feature your AID machine is drained and cannot take any actions until after a long rest.


 
Plague-Bearer: Infected Wound - 8400 AXP

TIER THREE FEATURE: Plague-Bearer: Infected Wound

You have gained the ability to make wounds even worse. Your touch inflicts disease. Make a melee attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the effect ends.

Since this feature induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

  • Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
  • Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
  • Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
  • Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confused condition during combat.
  • Confusion Behavior

    Roll the Dice
    1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6The creature doesn't move or take actions this turn.
    7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
    9-10The creature can act and move normally.
  • Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
  • Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.


 
Quack: Living Harvest - 8400 AXP

TIER THREE FEATURE: Quack: Living Harvest

You have learned all you need to know about the body; its strong points, its weaknesses... most of all the weaknesses. Your attacks deal critical damage at 19 and 20. You also harvest 1 organ on a critical melee hit, or destroy 1 organ on a critical ranged hit. Harvesting or otherwise destroying 3 organs from a single creature of Huge or smaller size reduces its hit points to 0.


 
Natural Medicines - 9000 AXP

TIER THREE FEATURE: Natural Medicines

    • AXP: 9000
    • Pre-Requisites: Proficiency in the Nature skill or an Intelligence ability score of 14 or higher, or access granted by Doctoring or Pharmacist: On-site Doctor Chemist feature.
    • Grants Access To: None

You have found a way to create natural medicines. You expend Treatment Dice to use this feature. You may use these as an Action on any adjacent target you choose. If a medicine calls for a saving throw, use your Medic Save DC as descibed in Medical Procedures. You may also choose to make a ranged attack with your medicines, and this is treated as a weapon with the thrown (range 10/30) and versatile properties.

  • Adrenaline Shot - By expending one Treatment Die, for the next minute when a living creature you choose makes an attack roll or saving throw, they can roll an additional 1d4 and add it to the result. At 8th tier, the effect lasts for 10 minutes instead.
  • Antivenom - By expending one Treatment Die, a living creature you choose is cured of being poisoned. At 8th tier, the target becomes resistant to poison damage and has advantage on saving throws against poison for 5 minutes.
  • Blazing Powder - By expending one Treatment Die, a creature you choose takes 1d4 fire damage + your Dexterity mod and stops bleeding. At 8th tier, you may choose to increase its damage to 1d6 + your Dexterity mod.
  • Chill Powder - By expending one Treatment Die, a creature you choose takes 2d6 cold damage + your Treatment Die. At 8th tier, this increases to 2d12 + your Treatment Die.
  • Emergency Shockstone - By expending three Treatment Dice, You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the effect ends. This effect lasts for 1 hour. At 8th tier, the target also gains temporary hit points equal to your Intelligence modifier that lasts for 1 hour.
  • Immunol Boost - By expending one Treatment Die, a living creature you choose may reroll the next saving throw they fail, taking the second result. This effect lasts for 1 hour. At 8th tier, the target also gains a number of temporary hit points equal to your intelligence modifier when Immunol Boost triggers.
  • Necrotic Nectar - By expending two Treatment Dice, a living creature you choose takes 2d8 necrotic damage + your Wisdom mod. At 8th tier, this effect occurs at the start of the each of the living creature's turns until it succeeds a Constitution saving throw to remove it.
  • Pocket Glass - By expending one Treatment Die, a living creature you choose takes 1d4 slashing damage + your Treatment Die at the start of each of its turns for 1 minute due to blood loss. This increases to 1d8 + your Treatment Die at 8th tier.
  • Popping Powder - By expending one Treatment Die, a creature you choose must make a Wisdom saving throw. On a fail, that creature is blinded until its next turn. At 8th tier, you may use any higher number of Treatment Dice to increase the duration by as many turns.
  • Rejuvenation Powder - By expending one Treatment Die, a living creature you choose regains 1d4 + your Treatment Die hit points. At 8th tier, this increases to 1d10 + your Treatment Die.
  • Revitalization Powder - By expending two Treatment Dice, a living creature at 0 HP rises up again with your Intelligence mod + your Treatment Dice Hit Points. At 8th tier, you may use 2 more Treatment Dice to increase this to 1/4 its maximum hit points.
  • Revival Powders - By expending four Treatment Dice, you can immediately stabilize and wake at 1 Hit Point a creature you choose. At 8th tier, the target also gains Hit Points equal to your intelligence mod + your Treatment Dice.
Multiclassing Compatability: If using this feature with any base class beside Medic, you gain access to 2 + your proficiency bonus d6 Treatment Dice per long rest. Your save DC is 8 + your Wisdom modifier.


 
Field Doctor: Quick Assessment - 8400 AXP

TIER THREE FEATURE: Field Doctor: Quick Assessment

You have learned how to quickly study your targets before taking action, whether in helping or harming. You may use a bonus action to focus on a target, granting you an additional 1d4 plus to either an attack roll or healing ability on said target your next action. This increases to 1d8 at 6th and 1d10 at 8th tiers. You may use this feature a number of times equal to your Wisdom modifier and regain spent uses at the end of a short rest.

Additionally, gain proficiency on Wisdom (Perception) checks, if you already have proficiency, double your proficiency bonus.


 
Undead Repellant - 5700 AXP

TIER THREE FEATURE: Undead Repellant

    • AXP: 5700
    • Pre-Requisites: None
    • Grants Access To: None

You gain the ability to craft a aerosol spray directed at killing the undead. You may craft one spray can each long rest, but may not do so if spending that long rest crafting or repairing any other equipment. You may make a melee attack against undead creatures within a 15 foot cone originating from you. The targets must make a Wisdom saving throw against your Medic Save DC. If the creatures fail their saving throws, they are repelled for 1 minute or until they take any damage.

A repelled creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.


 

 
Tier Four
Auto-Doc: Drone Fleet - 11200 AXP

TIER FOUR FEATURE: Auto-Doc: Drone Fleet

You have created a fleet of drones equal to your Intelligence modifier, and you may spend any number of Hit Die during a Short Rest to rebuild drones up to your Intelligence modifier. Additionally, the AC of your drones is increased to 13 + your intelligence modifier.

At 6th tier, your drones gain the following benefits;

  • +5 feet of movement
  • +5 maximum Hit Points

At 8th tier, your drones gain the following benefits;

  • +10 feet of movement
  • +20 maximum Hit Points

At 10th tier, your drones gain the following benefits;


 
Auto-Doc: Dual Appendage - 11200 AXP

TIER FOUR FEATURE: Auto-Doc: Dual Appendage

You craft a second AID Appendage. This allows you to perform even more healing each turn. You may take an Extra Action each turn, this cannot be used to take the Attack Action. In addition you gain the following abilities;

  • You may use the AID Appendages to lift or interact with an object no greater than 100 lbs as a bonus action.
  • You may use a med kit, surgeon's kit, or medicine from the Natural Medicines feature as a free action once per turn.
  • If you are reduced to 0 Hit Points, the AID Appendage will use a med kit or surgeon's kit to revive you on your next turn. If you do not have a med kit or surgeon's kit in your inventory the AID Appendage will attempt to stabilize you for one turn after you become unconcious using a 12 (+1) Wisdom score. If you are not stabilized you must make death saves as usual.
  • You may use the Quick Patch feature as a free action four times per turn and your reach is increased to 10ft for that feature.
  • When using the Auto-Doc: Support Beam and Auto-Doc: Toxin Beam features you may fire two beams for each attack action.


 
Plague-Bearer: Superbug - 11200 AXP

TIER FOUR FEATURE: Plague-Bearer: Superbug

If you do not have the Plague-Bearer: Vector of Infection feature, you may take it for half the listed AXP cost.

Your diseases refuse to die out. Any diseases which you catch live within you forever, still harmless to you but able to infect those around you. You may also infect a creature with two diseases instead of one with your Plague-Bearer: Vector of Infection feature, and your Medic Save DC increases to 8 + your Wisdom modifier + your Constitution modifier + your proficiency bonus for all effects.


 
Surgeon: Total Anatomy - 11200 AXP

TIER FOUR FEATURE: Surgeon: Total Anatomy

You are well aware of the state of a creature with a simple glance, spotting minute bleeding or even scratches. You gain expertise on all Intelligence (Investigation) and Wisdom (Perception) checks. You can spend 1 minute inspecting a creature to figure out what diseases or poisons are affecting it, as well as any additional symptoms or stages. You may also spend one action examining the a corpse of any humanoid, after a successful Wisdom (Medicine) check (DC 12) you may identify the cause of death, time since death, and some basic information on the effect or creature who killed them.


 
Field Doctor: Übermensch - 11200 AXP

TIER FOUR FEATURE: Field Doctor: Übermensch

You have become the Übermensch. No one is beyond your capabilities to heal. Any med kit and surgeon's kit healing dealt is 150% more effective while in combat.

In addition, if you don't already have the Field Doctor: Medicinal Cloud feature you may take it for half the AXP cost. Your healing cloud grenades now deal 6d4+6 healing.


 
Quack: Unfeeling - 11200 AXP

TIER FOUR FEATURE: Quack: Unfeeling

You have lost all feelings. Select a new Personality Archetype for either your Nature or Demeanor. Also, your nerves may have malfunctioned. You can sense pressure and temperature, but no pain. You cannot be frightened, charmed, or stunned from non-magical effects. Your Constitution is increased to 20. You gain only half the number of hit points retroactively from this ability score increase, but it increases normally for later levels. You also gain proficiency in Constitution saving throws.


 
More Coming Soon - Estimated Count: 2
 
Tier Five
Under Construction - Estimated Count: 4
Ability Score Increase - 10200 AXP

TIER FIVE FEATURE: Ability Score Increase

    • AXP: 10200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 5 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Auto-Doc: Emergency Protocols - 20400 AXP

TIER FIVE FEATURE: Auto-Doc: Emergency Protocols

You may use a bonus action to activate the Emergency Protocols of your AID Drone and/or AID Appendage. This does not stack regardless of how many AID machines you have access to. You may continue to take actions as normal but may not take any actions using your AID machines.

Emergency Defense: In a 15-foot sphere centered on you, your drones and/or appendages swarm around you affecting all allies within range. This heals any allied living creatures a number of Hit Points equal to your proficiency bonus + your Wisdom modifier at the start of each of your turns, using 1 of your Treatment Dice per round active, and you may turn this off as a Bonus Action.

Emergency Offense: In a 15-foot sphere centered on you, your drones and/or appendages swarm around you affecting all enemies within range. This damages any enemy creatures a number of Hit Points equal to your proficiency bonus + your Wisdom modifier at the start of each of your turns, using 1 of your Treatment Dice per round active, and you may turn this off as a Bonus Action.


 

 
Tier Six
Under Construction - Estimated Count: 5  
 
Tier Seven
Under Construction - Estimated Count: 4
Ability Score Increase - 17600 AXP

TIER SEVEN FEATURE: Ability Score Increase

    • AXP: 17600
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 7 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Eight
Under Construction - Estimated Count: 4  
 
Tier Nine
Under Construction - Estimated Count: 3
Ability Score Increase - 25400 AXP

TIER NINE FEATURE: Ability Score Increase

    • AXP: 25400
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 9 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Ten
Under Construction - Estimated Count: 2  
 

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