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Milk

3 Level (0/2700 XP for level-up) Nurse Critical Care Background Foxkin Race / Species / Heritage Lawful Good Alignment
Medic
Level 3
Hit Dice: 3/3
1d6+3 Class 1

STR
8
-1
DEX
13
+1
CON
16
+3
INT
12
+1
WIS
16
+3
CHA
10
+0
23
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
35/70
Speed (walk/run/fly)
15
Passive Perception
20 /
Digging speed
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+5 Constitution
+1 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+0 Deception CHA
+1 History INT
+3 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
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.

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.

Physician's Touch
Starting at 3rd level, you gain a pool of healing that you can use to increase the effectiveness of your treatments. Whenever you complete a long rest, this pool gains 2 hit points per level you have in this class. The amount of hit points on this pool increases to 3 per level in this class at 9th level and 4 at 17th level.

As a bonus action on your turn, or whenever you use your Medical Practice feature to restore one's hit points, you can spend any amount of healing points from this pool and the target's regain the same amount of hit points.

As you gain levels in this class, you can create other effects using this pool.

Paramedic
Paramedic Procedures
Starting at 3rd level, you gain the following procedures. They don't count against the maximum number of procedures you know:

Quick Patching. You can spend one Treatment dice as a bonus action to move up to your movement speed, to a maximum of 30 feet, and cause one creature you touch to regain an amount of hit points equal to the number rolled. This movement doesn't provoke opportunity attacks.
Preventive Care
Starting at 3rd level, you can choose one of the following preventive methods. You can use the chosen method whenever you have an allied creature under its maximum amount of hit points within 60 feet of you.

Quick Rescue. You can use your bonus action to move up to your movement speed towards an ally. This movement doesn't provoke opportunity attacks, and you must end your movement closer to the ally than when you started.
Prolonged Treatment. You can touch a creature and cause it to spend one hit die. That creature can add a bonus equal to its hit die to the next Strength, Dexterity or Constitution check it makes until its next long rest ends.
Careful Bandaging. Once per turn, you can reroll the hit dice spent on your Medical Practice feature, and choose either result.
Urgency Treatment
Also at 3rd level, you are trained in provide urgency care. You can choose one of the following urgency methods. The urgency method chosen can only be used if an allied creature is within 60 feet and under half its maximum of hit points.

Mending Wounds. When you roll the maximum on a hit die using your Medical Practice feature, you can roll one additional die and add it to the total.
Medical Theory. You can add your Intelligence modifier as a bonus to the amount of hit points healed. You add your Intelligence modifier for each hit die rolled. You also add the Intelligence modifier to the damage of your Anatomical Precision attack.
Intensive Treatment. When you spend hit dice to heal hit points, you roll each hit die twice and sum the result in each.

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.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Claws. As an action, you can attack with your claws as an unarmed strike, and do 1d4+STR damage.
Spiritual connection. You have a close connection to spirits, other planes, and souls. You can cast one necromancy cantrip that you can use once per long rest.
Perceptive. Foxkin are very perceptive, in many ways. You are proficient in perception.
Sense of smell. Foxkin have a strong and stealthy sense of smell, giving them advantage on perception checks related to smell.

Burrowing. Arctic Foxkin’s claws are made for digging. You get a digging speed of 20 feet.
Magical connection. Foxkin have a fairly strong connection to the magic of the woods and other worlds. Choose one cantrip from the Warlock spellcasting list. Con is your spellcasting ability modifier.
Energy reserve. Arctic Foxkin can slow their heart rate during the winter months, so they require less energy. When resources such as food and water are scarce, you can slow your heart rate to use less energy, and only require half as much rations for the day.

Feature: Breath of Life
Battle rages around you. Life, death, salvation, destruction, you close your eye. Breathe. You can't help them right now. Your eyes open as you crouch over the limp and bloodied person before you. You can feel a faint pulse in what appears to otherwise be a lifeless husk. And with that, the task is clear. Head tilted back, two hard and steady breathes to force out the demon who is stealing this persons life force. Pressure to the wound. A poultice. Two more breathes. A forceful gasp as life returns.

This is your charge. As a purveyor of life you are welcome in most places. And because of your inherent value most; but the most desperate, will leave you unmolested if you are directly observed practicing your trade.

Features & Traits
a set of common clothes, a healers kit, a roll of bandages, two scalpels

A dagger
A light crossbow with 20 bolts
Leather armor
A healer's kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 150, Platinum: 0 Money
Languages: SRW Common, SRW Sylvan, S Vulpan
Tool Proficiencies: Herbalsim Kit, Doctor's kit
Armor: Light
Weapons: Simple

Languages & Proficiencies
I frequently make up what I can not remember.

Personality Traits
aid. Every sick or wounded person deserves my help, regardless of the life they lead. (Good)

Ideals
Many of my relatives were wanted criminals. I feel a duty to end this pattern.

Bonds
I put others before myself too often, and as a result I don't take very good care of myself.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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