Anthropomorphic Speech. The experiments have given you the ability to communicate with your associated animal. You can cast speak with animals with this trait. Once you cast this spell, you can't cast it again with this trait until you finish a long rest. When you use this version of speak with animals, you can only communicate with the animal which you derive your traits from. So a kitzune would only be able to communicate with foxes, for example.
Digger. You have a burrowing speed of 20 feet.
Sniffer. Wolves and dogs have keen noses. You have advantage in Wisdom (Survival) checks using your nose.
Puppy Eyes. You may use an action to appeal to a creature's better side by looking forlorn and sad with big cute eyes. The targeted creature must be able to see your face clearly. They must succeed a Charisma saving throw or all attack rolls they make against you have disadvantage until the end of their next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. You must complete a short or long rest before using this trait again.
Medical Practice
Starting at 1st level, you can treat your allies by tapping into their inner reserves. You can spend one hit die of a creature within 5 feet as an action to cause that creature to regain a number of hit points equal to the number rolled + your Wisdom modifier.
If you have other sources of non-magical healing, you can use this feature to increase the amount of hit points healed, as part of the same action, bonus action or reaction used.
At 7th level, you can roll two hit dice and add twice your Wisdom modifier to the amount healed. At 14th level you roll three hit dice and add three times your Wisdom modifier.
Lasting Effects
Also at 1st level, whenever you spend a creature's hit dice with your Medical Practice, the first time that creature is reduced to 0 hit points within the next minute, it falls to 1 hit point instead.
In addition, whenever you make a Wisdom (Medicine) check to stabilize a creature, if you roll a 18, 19 or 20, that creature regains 1 hit point.
Combat Medic
Starting at 1st level, whenever an allied creature takes damage, you can use your reaction to move up to your movement speed towards that creature and mend its wounds. When you do so, you can cause that creature to spend one hit die and regain 1 hit die of hit points. You can spend additional hit dice to use your Medical Practice feature as part of the same reaction.
Alternatively, you can choose to use this reaction to make an attack against the attacker. If you do so, you deal additional 1d8 damage. This damage increases as you gain levels in this class, as shown on the Combat Medic column on the Medic table.
Anatomical Precision
Starting at 2nd level, you deal additional 2 damage with your attacks made with weapons that have the light property. This additional damage increases to 4 at 7th level and 6 at 15th level.
In addition, when you deal this additional damage to a creature, that creature can't regain hit points until the end of your next turn.
This ability has no effect against constructs or creatures with the amorphous trait.
Medical Procedures
At 2nd level, you develop more specialized medical techniques and practices to tend to the wounds of your allies. Your techniques are fueled by an amount of Medical Dice you have.
Treatment Dice
Starting at 2nd level, you have an amount of treatment dice equal to your proficiency bonus, which are d6's. When you use a treatment dice, it is spent until you finish a short or a long rest.
The size of the die increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Hit Dice
You can spend the target's hit dice instead of spending treatment dice to use Procedures, if the target is willing. If you do so, you don't benefit from the extra healing from the Medical Practice feature.
Procedures
You start by knowing two medical procedures. You gain two more at 5th, 9th, 13th and 17th levels. The procedures are described at the end of the class description.
Save DC
Some procedures require the target to make a saving throw. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Healer's Kit
Each procedure spend a number of uses of your Healer's Kit equal to the amount of dice spent.
Preventive Care
You can use your action and spend any amount of treatment dice to increase the resilience of your target. That creature gain an amount of temporary hit points equal to the number rolled on the dice + your Wisdom modifier, lasting for 1 hour.
Gruesome Incision
You can spend any amount of treatment dice to try make a gruesome incision as an action. If you hit a creature with this attack, you deal additional necrotic damage equal to the amount of dice spent.
Political Affiliation
In your travels, you could run into people or governments who support your revolution and/or political ideals. They might give you or your party members supplies, gossip, or currency, merchants might lower prices of their goods for you, or mercenaries might fight with you for a lower price. A government could inform guards to ignore minor crimes or even allow access to areas otherwise restricted to others (if the revolutionary army you associate with is influential, of course).
On the other hand, you might run into people or governments that oppose you. They might be extra cautious of what you do, blame you for crimes and misdemeanors that you may not even know happen, or dismiss you entirely. Opposing governments may be a bigger threat, arresting you on sight, or not allowing you into major cities.
Features & Traits