Medic
The newly established discipline of Medical Science has enabled the battlefield medic to take the field and keep their compatriots healthy and improve their abilities with their tinctures. Due to the knowledge of the humanoid body and it's anatomical processes you can create poisons from your materials. You also know where to hit opponents where it hurts due to your knowledge of anatomy.
- You are well-versed in herbalism and alchemy, often carrying an assortment of herbs, roots, and powders.
- You might have a small, portable kit to brew tinctures, complete with vials and burners.
- Your focus is on healing and support, but you're not afraid to use your knowledge to create potent poisons when necessary.
- As a master of tinctures, you are respected in your community and among your allies for your unique approach to healing.
You can use survival or nature checks to gather materials for your Healer's kit heal points (charges) or buy them in shops. 1gp of herbs equals 1 charge. Your maximum heal points is Healers Pack modifier + Intelligence Modifier.
Your Medic save DC is DC8 + Intelligence Modifier + Proficiency Bonus.
proficiency
- Firearms
- Simple weapons
- Light armor
- Healer's kit
- Poisoners kit
- Alchemist's tools
Skills: Choose 2
- Athletics
- Acrobatics
- Nature
- Survival
- History
- Investigation
- Perception
Class Features
Hit Dice: d6At level 1
- Combat Medicine: Use your Healer's kit charges to heal 1d6 + Intelligence modifier + Technological aptitude a creature. If the creature is 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier + Technological aptitude.
- Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
- Bonus Action: Dash or Disengage
- Starting at 2nd level, you gain the ability to create Healing Tinctures. During a long rest roll a medicine check DC10 if it's a success you can create a number of tinctures equal to your Intelligence modifier. On a Critical Success you double your Intelligence modifier. This consumes 1gp worth of herbs. These tinctures can be given to other creatures or used by yourself. Consuming a tincture restores hit points equal to 1d6 + your Medic level.
- Target Weakpoint: Starting at 2nd level you use your knowledge of anatomy to target a weak point in a creature. You deal 1d4 additional damage with a finesse weapon once per turn.
- Create Poison: At 3rd level, you gain the ability to create Poison. During a long rest roll a medicine check DC10 and on success you can create a number of Poison Tinctures equal to your Intelligence modifier. This consumes 5gp worth of herbs. A creature that consumes a Poison Tincture must make a Constitution saving throw against your Medic save DC. On a failed save, the creature takes 2d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned.
- Create Drugs: At 3rd level, you gain the ability to create special Drugs. During a long rest make a Healer's kit check DC10. On a success you can create a number of Drugs equal to your Intelligence modifier (double your modifier on a Critical Success). This consumes 5gp worth of herbs.
A Drug gains one of the following effects:
- 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.
- Ability score improvement
- Combat Medicine: You heal 2d6 + Intelligence modifier + Technological aptitude
- Bonus Action: At 5th level you gain an additional bonus action
- Create Drug: Performance Enhancers: a creature gains advantage on Athletics or Acrobatics checks.
- Create Drug: Silver Tongue: a creature gains advantage on Persuasion or Deception checks
- Target Weakpoint: You deal 2d4 additional damage.
- Resuscitate: Spend a full turn and 2 heal points 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 3 levels of Exhaustion.
- Ability score improvement
- Combat Medicine: You heal 3d6 + Intelligence modifier + Technological aptitude
- Create Poison: You create stronger Poison that deals 3d6 poison damage.
- Create Drug: Steroids - a creature that consumes this drug gains +2 to Strength and Constitution but -1 to Intelligence and Intelligence
- Create Drug: Snakeoil - a creature that consumes this drug gains +2 to Dexterity but -1 to Strength
- Create Drug: Pheromones - a creature that consumes this drug gains +2 to Charisma but -1 to Constitution
- Greater Tinctures: At 10th level your tinctures get greater potency.
- Your healing tinctures grant temporary hit points equal to your level + Technological aptitude.
- Creatures that consume your poison must now make a Constitution save DC15 + your Intelligence modifier or get the poisoned effect.
- Your Drug effects now last for 24 hours.
- Target Weakpoint: You deal 3d4 additional damage.
- Reliable Medicine: You can no longer roll lower than a 10 on Medicine checks
- Ability score improvement
- Combat Medicine: You heal 4d6 + Intelligence modifier + Technological aptitude
- Create Drug: Cocaine - a creature that consumes gains the Hasted effect for 1 hour (not affected by Greater Tinctures). Once the effect has passed the creature takes 1 level of exhaustion.
- Create Drug: Painkillers - a creature that consumes this tincture takes only half damage for 1 hour. Once the effect has passed and the creature has taken damage they lose their hit dice until completing a long rest.
- Target Weakpoint: You deal 4d4 additional damage.
- Create Poison: You create stronger Poison that deals 4d6 poison damage.
- Ability score improvement
- Combat Medicine: You heal 5d6 + Intelligence modifier + Technological aptitude
- Medical Expert: Reroll 1's and 2's on Combat Medicine checks
- Target Weakpoint: You deal 5d4 additional damage.
- Ability score improvement
- Combat Medicine: You heal 6d6 + Intelligence modifier + Technological aptitude
- Create Poison: You create stronger Poison that deals 5d6 poison damage.
- Create Drug: Miracle - a creature that consumes this drug gains +2 on all abilities and advantage on all rolls for 1 hour (not affected by Greater Tinctures). Once the effect has passed the creature takes 2 levels of exhaustion.
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