The newly established discipline of Medical Science has created the role of battlefield Medics, healing their fellows in combat and injecting enhancing drugs to improve their skills.
With an advanced understanding of human anatomy and physiological processes, these medics are adept at concocting poisons from available materials. Their intricate knowledge of anatomy allows them to exploit critical points on opponents dealing extra damage.
Has a Medicine Bag that contains Proficiency Bonus + Intelligence Modifier worth of Charges. You replenish your Charges during a Long Rest.
Becoming a Medic...
Level 1: Combat Medicine
Use a Medicine Bag to heal a creature for
1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Level 1: Triage
During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Level 1: Stabilize
As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Level 1: Bonus Action: Dash or Disengage
Dash or Disengage as a Bonus Action.
Level 2: Healing Tinctures
You gain the ability to create Healing Tinctures. During Down Time or Long Rest make a Medicine Check, on a success you can create up to a number of tinctures equal to your Intelligence modifier. On a Critical Success you create double your Intelligence modifier. This consumes 1 Medicine Bag charge or the components listed per poison created. Refer to the Crafting - Medic table.
Basic Healing Tincture: These tinctures can be given to other creatures or used by yourself and stay effective for 24 hours. Consuming a tincture restores hit points equal to
1d6 + your Intelligence Modifier + Proficiency Bonus.
Level 2: Target Weakpoint
You use your knowledge of anatomy to target a weak point in a creature. You deal additional damage according to your Target Weakpoint Die with a Finesse weapon you're Proficient with once per turn.
Level 3: Medic Subclass
You gain a Medic subclass. For the rest of your career, you gain each of your subclass’s features that are of your Medic level or lower.
Level 3: Create Poison
You gain the ability to create Poison. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Poison vials equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.
Basic Poison vial: A creature that consumes a Poison vial or is hit by a melee or thrown weapon coated with it must make a Constitution Saving Throw against the crafter's DC8 + Proficiency Bonus + Intelligence Modifier. On a failed save, the creature takes
2d6 poison damage and gets the Poisoned condition for 1 minute. On a successful save, the creature takes half damage and is not poisoned.
Level 3: Create Drugs
You gain the ability to create Drugs. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Drugs equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.
- Increased Speed: The creature's speed increases by 10 feet for 1 hour.
- Enhanced Focus: The creature has advantage on concentration checks for 1 hour.
- Heightened Senses: The creature gains advantage on Perception and Investigation checks for 1 hour.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 8, 12, and 16.
Level 4: Purge Ailment
Use a Bonus Action to cure a willing creature of the Poisoned, Stunned or Incapacitated Condition. This uses one Medicine Bag Charge.
Level 5: Resuscitate
Spend a full turn and 2 Medicine Bag Charges to revive a character that has been dead less than 1 minute. It doesn't restore limbs or severed body parts. When the character is revived it has 1 hitpoint and takes 1 level of Exhaustion.
Level 5: Extra Bonus Action
You gain an additional Bonus Action and have 2 Bonus Actions per turn.
Level 6: Invigorate
Use a Bonus Action to give a willing creature Temporary Hitpoints equal to your Proficiency Bonus and your Intelligence Modifier by spending one Medicine Bag Charge. You can only give a creature this bonus once per Long Rest.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 12, and 16.
Level 9: Panacea
Use a Bonus Action to cure a willing creature of the Blinded, Charmed, Deafened, Exhaustion, Paralyzed or Petrified Condition. This uses two Medicine Bag Charge.
Level 10: Reliable Medicine
You cannot roll under a 10 when making a Medicine Check.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic level 16.
Level 13: Improved Combat Medicine
You become an expert at healing during combat. You can re-roll one's and two's on your Healing Dice and you must take the new result.
Level 14: Two Extra Bonus Actions
You gain another extra Bonus Action. You now have 3 Bonus Actions per turn.
Level 15: Adrenaline Shot
You can administer a medical cocktail to a creature making Death Saving Throws that brings them back to 1 Hit Point, they get Temporary Hit Points equal to your Medic Level and become Hasted. This lasts for a number of rounds equal to your Proficiency Bonus. You lose the Temporary Hit Points after this effect passes and will drop back to 0 Hit Points if not healed. This consumes one Adrenaline vial.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18: Reanimate
You can reanimate the dead through Medical Science. You must spend 8 hours repairing and replacing body parts that are missing or have been damaged. The creature you reanimate will not return the same way it was before. The DM decides how this creature comes back from the dead and what features and disabilities it has.
Level 19: Epic Boon
You gain an
Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Miracle Cure
Once per day you can cure all negative conditions and restores all Hit Points to a creature. They gain Temporary Hit Points equal to your Medic Level until their next Long Rest.