Nurse

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 100
Feat Slots: 5

Proficiencies

Armor: Light Armor
Weapons: 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 TP
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.

Diagnose

Level 1 | CC: Nurse | Rarity: Uncommon | Cost: 0 TP
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.

First Aid

Level 1 | Rarity: Basic | Cost: 1 TP
Spend 1 action to heal a target by 3HD.

Injection

Level 1 | CC: Nurse | Rarity: Uncommon | Cost: 3 TP
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.

Bandage

Level 2 | CC: Nurse | Rarity: Basic | Cost: 2 TP
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.

Emergency First Aid

Level 3 | CC: Nurse | Rarity: Rare | Cost: 3 TP
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.

Class Feat Slot I

Level 4 | CC: Nurse

Pathology

Level 5 | REQ: Injection | Rarity: Rare | Cost: 3 TP
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.

Scalpel Throw

Level 5 | CC: Nurse | Rarity: Basic | Cost: 1 TP
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.

Burn Gel

Level 6 | CC: Nurse | Rarity: Basic | Cost: 2 TP
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.

Antidote

Level 7 | REQ: Diagnose | Rarity: Rare | Cost: 5 TP
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.

Class Feat Slot II

Level 8 | CC: Nurse

Metabolic Activation

Level 9 | REQ: Injection | Rarity: Rare | Cost: 2 TP
Inject 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 TP
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.

Aspirin

Level 11 | REQ: Injection | Rarity: Rare | Cost: 2 TP
Spend 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: Nurse

Depressant

Level 13 | REQ: Injection | Rarity: Legendary | Cost: 3 TP
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.

Stimulant

Level 14 | REQ: Injection | Rarity: Legendary | Cost: 3 TP
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.

Morphine

Level 15 | REQ: Injection | Rarity: Exotic | Cost: 5 TP
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.

Class Feat Slot IV

Level 16 | CC: Nurse

Emergency Reserves

Level 17 | REQ: Injection | Rarity: Rare | Cost: 2 TP
Once 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 TP
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.

Class Feat Slot V

Level 19 | CC: Nurse

Preemptive Immunization

Level 20 | REQ: Diagnose | Rarity: Exotic | Cost: 5 TP
You gain +10 SCR to any status effect you have Cured in your Nurse’s Log.