Nurse
Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 100
Feat Slots: 5
Weapons: Simple Weapons, Blowguns
Tools: Poisoner's Kit
Saving Throws: INT, CHA
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Persuasion, Survival
Prepare a smattering of inoculations for your entire party. All allies are cleansed of negative status effects, and gain +20 SCR to all negative status effects for 1 round. Certain special status effects are not affected by this ultimate.
Make a medicine skill roll on a creature who is under a physical status effect, with a DC determined by your DM. On success, you now understand this status effect and its effects, and may record it in your Nurse’s Log.
Spend 1 action to heal a target by 3HD.
You gain a number of injections that you may prepare up to your Nurse level, which you may prepare in or out of combat. An injection takes 1 TA to prepare, and is designed for one particular physical or biochemical status effect that you have previously diagnosed in your Nurse’s Log. You can prepare injections for up to 5 different physical status effects at a time.
As an AA, your injections may be used to apply SSR or SDR to a target. The SSR level and SDR percentage are calculated via a Medicine Roll: for every 1 above the DC, your SSR is increased by 1 and SDR is increased by 10%, up to a maximum of SSR (V) and SDR 50%. These injections last 3 rounds.
Once per round, you gain a free reaction when you or an ally is inflicted with the Bleed status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the bleed status’s stack count and damage roll are each halved.
Heal a target as a reaction out of turn for (Nurse Level)HD. The number of uses of this ability you have per long rest is equivalent to your Nurse Level / 4, and is replenished on a long rest.
You may make a Medicine roll against a target afflicted by a physical status effect, at a DC determined by the DM. On a successful roll, you gain a syringe containing samples of that status effect, that may be inflicted upon a target of your choice through an injection. The effectiveness of the sample relative to the original effect is determined by the strength of the Medicine roll: for every 1 above the DC, the effect gains +10% effectiveness of the original, up to 100%. After harvesting the sample, clear the status effect.
You gain the ability to throw a magic scalpel that dematerializes and returns to you upon landing. [To-hit: d20+DEX+Proficiency. Damage: 1d4+2 Piercing; Range: DEX*10ft] You may apply poisons or status effects stored within syringes to the scalpel before throwing it.
You gain a free reaction when you or an ally is inflicted with the Burn status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the burn status’s stack count and damage roll are each halved.
When a physical status effect is logged in your Nurse’s Log, you may make a Medicine roll against a DC determined by the DM once per short rest. On a success, that status effect may be marked as Cured. Any status effect that is logged as Cured in your Nurse’s Log can be cured through prepped antidote injections. Preparing an antidote takes 1 TA, and a Medicine roll against a DC determined by the DM. The effectiveness of the cure is dependent on the Medicine roll: for every 1 over the DC, the cure will remove status effects of that type whose stack count is less than or equal to the total of the roll exceeding the DC.
Inject an ally with a drug that boosts their natural healing capabilities, granting them Regen (I) (Nurse Level/3)HD (3).
Gain a number of Aerosol Canisters equivalent to your Nurse Level / 4. You may consume an Aerosol Canister to change any of your injections into an AOE effect with radius of 10 feet; however the duration of effects applied this way is always (1). Your Aerosol Canisters are refilled after a Long Rest.
Spend an injection to administer painkillers to a target. The target gains +20% Psychic RES and Morale (I). This effect lasts 2 turns.
Spend an injection to inject a target with a depressant. The target makes a CON save against your Medicine roll: on fail, they gain Sleep (I). Calms target down from an agitated state, and cures all negative mental status effects.
Spend an injection to inject a target with a stimulant. The target gains advantage on Perception and DEX saves, as well as an additional tactical action on their turn. This effect lasts 1 turn.
Spend two injections to inject a target with a powerful painkiller. The target gains +50% Psychic RES, is immune to Stagger and Stun, and gains Morale (III). This effect lasts 1 turn.
Once per long rest, you may completely refill and prep all of your injections at the cost of 1 turn.
You gain a free reaction when an ally is KO’ed, allowing you to make a medicine roll at a DC determined by the DM. On a success, the ally is revived at 1 HP, keeping all of their positive status effects (though they still gain Injury). This effect can be used a number of times per long rest equivalent to your Nurse Level / 5.
You gain +10 SCR to any status effect you have Cured in your Nurse’s Log.
HP Bonus: Ld2+L*CON
TP: 100
Feat Slots: 5
Proficiencies
Armor: Light ArmorWeapons: Simple Weapons, Blowguns
Tools: Poisoner's Kit
Saving Throws: INT, CHA
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Persuasion, Survival
Abilities
Ultimate Ability: Broad Spectrum Inoculative Therapy
Rarity: Rare | CC: Nurse | UP: 70 | ZP: 2 | ZL: 0 | Cost: 3 TPPrepare a smattering of inoculations for your entire party. All allies are cleansed of negative status effects, and gain +20 SCR to all negative status effects for 1 round. Certain special status effects are not affected by this ultimate.
Diagnose
Level 1 | CC: Nurse | Rarity: Uncommon | Cost: 0 TPMake a medicine skill roll on a creature who is under a physical status effect, with a DC determined by your DM. On success, you now understand this status effect and its effects, and may record it in your Nurse’s Log.
First Aid
Level 1 | Rarity: Basic | Cost: 1 TPSpend 1 action to heal a target by 3HD.
Injection
Level 1 | CC: Nurse | Rarity: Uncommon | Cost: 3 TPYou gain a number of injections that you may prepare up to your Nurse level, which you may prepare in or out of combat. An injection takes 1 TA to prepare, and is designed for one particular physical or biochemical status effect that you have previously diagnosed in your Nurse’s Log. You can prepare injections for up to 5 different physical status effects at a time.
As an AA, your injections may be used to apply SSR or SDR to a target. The SSR level and SDR percentage are calculated via a Medicine Roll: for every 1 above the DC, your SSR is increased by 1 and SDR is increased by 10%, up to a maximum of SSR (V) and SDR 50%. These injections last 3 rounds.
Bandage
Level 2 | CC: Nurse | Rarity: Basic | Cost: 2 TPOnce per round, you gain a free reaction when you or an ally is inflicted with the Bleed status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the bleed status’s stack count and damage roll are each halved.
Emergency First Aid
Level 3 | CC: Nurse | Rarity: Rare | Cost: 3 TPHeal a target as a reaction out of turn for (Nurse Level)HD. The number of uses of this ability you have per long rest is equivalent to your Nurse Level / 4, and is replenished on a long rest.
Class Feat Slot I
Level 4 | CC: NursePathology
Level 5 | REQ: Injection | Rarity: Rare | Cost: 3 TPYou may make a Medicine roll against a target afflicted by a physical status effect, at a DC determined by the DM. On a successful roll, you gain a syringe containing samples of that status effect, that may be inflicted upon a target of your choice through an injection. The effectiveness of the sample relative to the original effect is determined by the strength of the Medicine roll: for every 1 above the DC, the effect gains +10% effectiveness of the original, up to 100%. After harvesting the sample, clear the status effect.
Scalpel Throw
Level 5 | CC: Nurse | Rarity: Basic | Cost: 1 TPYou gain the ability to throw a magic scalpel that dematerializes and returns to you upon landing. [To-hit: d20+DEX+Proficiency. Damage: 1d4+2 Piercing; Range: DEX*10ft] You may apply poisons or status effects stored within syringes to the scalpel before throwing it.
Burn Gel
Level 6 | CC: Nurse | Rarity: Basic | Cost: 2 TPYou gain a free reaction when you or an ally is inflicted with the Burn status effect, allowing you to make a Medicine roll at a DC determined by the DM. On a success, the burn status’s stack count and damage roll are each halved.
Antidote
Level 7 | REQ: Diagnose | Rarity: Rare | Cost: 5 TPWhen a physical status effect is logged in your Nurse’s Log, you may make a Medicine roll against a DC determined by the DM once per short rest. On a success, that status effect may be marked as Cured. Any status effect that is logged as Cured in your Nurse’s Log can be cured through prepped antidote injections. Preparing an antidote takes 1 TA, and a Medicine roll against a DC determined by the DM. The effectiveness of the cure is dependent on the Medicine roll: for every 1 over the DC, the cure will remove status effects of that type whose stack count is less than or equal to the total of the roll exceeding the DC.
Class Feat Slot II
Level 8 | CC: NurseMetabolic Activation
Level 9 | REQ: Injection | Rarity: Rare | Cost: 2 TPInject an ally with a drug that boosts their natural healing capabilities, granting them Regen (I) (Nurse Level/3)HD (3).
Aerosolize
Level 10 | REQ: Injection | Rarity: Legendary | Cost: 3 TPGain a number of Aerosol Canisters equivalent to your Nurse Level / 4. You may consume an Aerosol Canister to change any of your injections into an AOE effect with radius of 10 feet; however the duration of effects applied this way is always (1). Your Aerosol Canisters are refilled after a Long Rest.
Aspirin
Level 11 | REQ: Injection | Rarity: Rare | Cost: 2 TPSpend an injection to administer painkillers to a target. The target gains +20% Psychic RES and Morale (I). This effect lasts 2 turns.
Class Feat Slot III
Level 12 | CC: NurseDepressant
Level 13 | REQ: Injection | Rarity: Legendary | Cost: 3 TPSpend an injection to inject a target with a depressant. The target makes a CON save against your Medicine roll: on fail, they gain Sleep (I). Calms target down from an agitated state, and cures all negative mental status effects.
Stimulant
Level 14 | REQ: Injection | Rarity: Legendary | Cost: 3 TPSpend an injection to inject a target with a stimulant. The target gains advantage on Perception and DEX saves, as well as an additional tactical action on their turn. This effect lasts 1 turn.
Morphine
Level 15 | REQ: Injection | Rarity: Exotic | Cost: 5 TPSpend two injections to inject a target with a powerful painkiller. The target gains +50% Psychic RES, is immune to Stagger and Stun, and gains Morale (III). This effect lasts 1 turn.
Class Feat Slot IV
Level 16 | CC: NurseEmergency Reserves
Level 17 | REQ: Injection | Rarity: Rare | Cost: 2 TPOnce per long rest, you may completely refill and prep all of your injections at the cost of 1 turn.
AED
Level 18 | CC: Nurse | Rarity: Legendary | Cost: 5 TPYou gain a free reaction when an ally is KO’ed, allowing you to make a medicine roll at a DC determined by the DM. On a success, the ally is revived at 1 HP, keeping all of their positive status effects (though they still gain Injury). This effect can be used a number of times per long rest equivalent to your Nurse Level / 5.
Class Feat Slot V
Level 19 | CC: NursePreemptive Immunization
Level 20 | REQ: Diagnose | Rarity: Exotic | Cost: 5 TPYou gain +10 SCR to any status effect you have Cured in your Nurse’s Log.