Adrian

Doctor Adrian Lee Korr

Dr. Adrian Korr carried himself with the measured precision of someone who had spent his life walking the line between chaos and control. Even before he was pulled back into the field, he had the air of a man who always knew more than he said—someone who catalogued the world in quiet, deliberate gestures. He was one of Department Seven’s senior physicians. A scholar of the body and its failures. A reluctant veteran of too many close calls with the Dark. While he could still handle himself in a fight, his greatest weapon had always been his mind: sharp, analytical, and unflinching, capable of dissecting a problem faster than most people could articulate it.   Adrian understood the human psyche in a way that unsettled people when they stopped to think about it. He read tension in shoulders, guilt in posture, fear in breath. It made him a brilliant doctor and a frustrating colleague, because he saw things. Things people didn’t want to reveal. Things they didn’t know they were showing. For him, understanding a person was just another diagnostic tool. And yet, for all the insight he wielded, Adrian never used it unkindly. His cynicism was dry, understated, but beneath it lay an almost stubborn compassion. He wanted people alive. He wanted them whole. And if they couldn’t be either, he wanted to be the one standing between them and what hunted them.   Adrian’s withdrawal from the field was a result of guilt as much as necessity. He had lost numerous agents to Shadow Events during his career, experiences that he was never able to fully let go of. His transition into full-time medical work was framed as a promotion, but Adrian always suspected it was a retreat. He didn’t mourn the distance from danger, but he mourned the distance from certain people. Over the years, he became the Department’s ethical anchor, its scientific spine, and the man responsible for treating injuries most hospitals would never believe. But he also became the person left behind while others walked into the darkness.   His morality was firm: life mattered, and knowledge should never come at the cost of humanity. Adrian had no patience for unethical experimentation, lies about medical condition, or people pretending their injuries—physical or emotional—weren’t there. He had a quiet, unyielding philosophy: the truth was better than comfort, survival better than pride, and preparation better than hope. His greatest flaw was the same as his greatest virtue—he cared too deeply. That compassion sometimes hardened into frustration, especially when dealing with Jared, whose self-destructive streak rubbed against every protective instinct Adrian had spent years trying to bury.   His professionalism hid his exhaustion; his precision hid his unresolved guilt; his calm hid an anxiety sharpened by past mistakes. Adrian’s world was structured by routines, languages, study, and the occasional comfort of dark tea. He lived alone, thought too much, slept too little, and kept a silver ring from his father as the only sentimental object he allowed himself. He had a long list of savvies—medicine, strategy, languages, empathy—and an equally long list of ineptitudes: relaxing, joking, ignoring danger, pretending he wasn’t terrified whenever the Dark brushed too close.   Field work brought out his old instincts—quick thinking, faster assessment, a cool head in the presence of nightmares—but also the deep-rooted fear he’d failed once and could fail again. He disliked chaos, avoided politics, and despised the smell of cinnamon, but he followed orders with unwavering precision because people’s lives depended on it. His vices were simple: workaholism, emotional repression, coffee at midnight, and a quiet belief that he could never afford to break. His virtues were harder to define but easier to recognize: loyalty, intelligence, patience, courage, and the impossible tenderness he hid behind clipped words and clinical detachment.   His legacy within the Department was one of competence and quiet heroism. Agents trusted him with their lives. Administrators relied on him to keep crises from becoming catastrophes. And somewhere in the edges of mission reports and personnel files was the subtle imprint of a man who had shaped the Department more than most realized. He was the steady hand behind the chaos, the one the agents turned to when nightmares bled into reality.   And now he was back in the field—not because he wanted to be, but because Jared Blake needed a partner. Adrian was many things, and one of them was this: he never walked away from the people he refused to lose.

Relationships

Adrian

Partner (Vital)

Towards Jared

5
5

Honest


Jared

Partner (Important)

Towards Adrian

5
5

Honest


History

Years ago, Adrian served as both a combat medic and operative for Deprtment Seven. That was when he was partnered with Jared the first time. It was about 8 years before the start of the Dark Thread series that they stopped being partners (2149). They were partners for 10 years. They became partners 5 years after Jared join the Department when his connection to the Dark was revieled.   During the time that Jared and Adrian were partners, Jared always seemed to have control of the Dark. Back then, Adrian fought beside Jared with a steadiness few could match. Jared trusted him, perhaps more than anyone else. And Adrian, though he would never admit it aloud, relied on Jared’s reckless courage as much as Jared relied on his steady hands. They saved each other more than once. They also wounded each other in quieter, less direct ways—mostly by pretending that thier partnership hadn’t meant something.   Adrian’s sexuality was something he kept private, not out of shame but out of practicality. He was pansexual, drawn to steady minds and complicated souls, though he’d never confess the latter. Emotional entanglements made people sloppy, and he refused to be sloppy. Still, his history with Jared lingered in unspoken glances and the tension that filled the spaces between sentences. Adrian could read Jared’s pain as easily as he could read an EKG, but reading was one thing. Changing anything was another. And now, being reassigned as Jared’s partner again forced old memories and older feelings to stir—along with the familiar dread of watching someone he cared about walk too close to the edge.

Science doesn’t lie. People do.
Adrian
Current Location
Species
Year of Birth
2110 47 Years old
Circumstances of Birth
Unremarkable
Birthplace
Seattle
Spouses
Siblings
Children
Pronouns
He/His/Him
Sex
Male
Gender
Male
Presentation
Male
Eyes
Brown
Hair
Black with grey streaks
Skin Tone/Pigmentation
Pale
Height
6' 4"
Weight
210#
Belief/Deity
Aligned Organization
Other Affiliations
You want the truth or the version that lets you sleep tonight?
Adrian

Adrian Korr

10 Level (0/85000 XP for level-up) Intellectual Background Human Race / Species / Heritage Neutral Good Alignment
Medic
Level 10
Hit Dice: 10/10
1d6+1 Class 1
Field Medic
Level 1
Hit Dice: 1/1
1d+1 Class 3

STR
14
+2
DEX
13
+1
CON
12
+1
INT
20
+5
WIS
16
+3
CHA
16
+3
52
Hit Points
+5
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+18 Attack mod
INT Ability
+5 Abi Mod
45 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+1 Dexterity
+1 Constitution
+9 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+3 Deception CHA
+9 History INT
+7 Insight WIS
+3 Intimidation CHA
+9 Investigation INT
-1 Commune STR
+9 Computer Use INT
+5 Demolitions INT
+5 Engineering INT
-1 Induce STR
skills
+7 Medicine WIS
+9 Nature INT
+7 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
+9 Sciences INT
-1 Detection STR
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Baby Pistol +1 DEX 1d4+2+1 piercing
 breech, flintlock, finesse, light
Air Dart Gun +6 DEX -+1 NA
 light, special loading, undermount
Attacks

Spell Book

Humans


Bad Eyes


It happens to everyone. You need glasses. Without them, you have disadvantage with Wisdom (Perception) checks when using sight.

Empathy


You’ve always been able to understand someone’s emotional state, allowing for sympathy or manipulation. You gain a +2 bonus to Wisdom (Insight).

Short Sleeper


You don’t need much. You only require 3 hours of sleep per night to function, and a good night’s sleep is only 4 hours.

Intellectual


It’s not a matter of how smart you are but more your choice to never stifle your curiosity about the world. You always asked questions. If parents didn’t satisfy, you pestered teachers, and when they failed, you took matters in your own hands and embraced books or online sources. Regardless of your capacity to solve problems or retain complex theories, you refused to accept an explanation without evidence. This may act in opposition to your upbringing or the environment in which you lived, where ignorance and blind faith can be the norm. This may not lead to a life of science, but simply one that embraces change.
Skill Proficiencies. Engineering or Science
Languages. Two languages or your choice
Equipment. A set of common clothes, a handful of textbooks, $15 in a wallet

Medic


Medical Emergency


Starting at 6th level, once per turn (on your turn), you can activate one medical application requiring an action or bonus action as a free action.

Primary Target


Starting at 1st level, if you don’t make an Attack action on your turn, you gain a +2 bonus to AC until the start of your next turn.
At 5th level, this bonus increases to +3.

Target Avoidance


Starting at 1st level, as a bonus action, you can take a Dash action.
At 2nd level, as a bonus action, you can instead take a Disengage action.

Medical Exploits


As a medic, you gain exploits you can use to aid allies or hinder enemies. Mechanically, these are identical to spells. Exploits require both the use of your hands and appropriate materials to perform. Unlike spells, medical exploits require neither contemplation nor studying each morning; you regain the use of them each day without effort. You do not need to choose which exploits to prepare ahead of time. You can employ any exploit on the list of a level that you can use.
At 1st level, you also know two medical applications of your choice from the medical application list. These are at-will abilities you can use as long as you have the necessary materials and action to perform them. You learn additional applications of your choice at higher levels, as shown in the medical applications column of the medic table.

The medic table shows how many slots you have to use your exploits of 1st level and higher. To enact one of these exploits, you must expend a slot of the exploit’s level or higher. You regain all expended exploit slots when you finish a long rest.

When you become a medic, select either your Wisdom or Intelligence as your medic ability. It is used when setting the saving throw DC for a medical application you use and when making an attack roll with one. If selecting Intelligence, the Wisdom (Medicine) skill can be replaced with Intelligence (Medicine).

Exploit save DC = 8 + your proficiency bonus + your Wisdom or Intelligence modifier

Exploit attack modifier = your proficiency bonus + your Wisdom or Intelligence modifier

Kits. Many exploits and applications require the use of either a medical kit or a drug kit. A medical kit has enough supplies for 50 actions, while the drug kit has enough for 10 actions. This is regardless of how many targets are affected by said action.

Intelligent Resistance


Starting at 10th level, double your proficiency bonus with all Intelligence and Wisdom saving throws.

Field Medic


You specialize in the treatment of the injured during combat situations. You know when to keep your head low, but more importantly, when to rise in defiance to protect those under your care. You might have been a doctor back home and found a calling out in the wilderness. If so, your allies probably wonder why you’ve chosen this path.

A True Healer


Beginning when you choose this archetype at 3rd level, you gain a bonus to Wisdom (Medicine) checks equal to half your proficiency bonus. At 11th level, you instead double your proficiency bonus to Wisdom (Medicine) checks.

Physician Heal Thyself


Starting at 7th level, as an action you can spend up to four hit dice to recover hit points, or one hit die as a bonus action.

Ladder: Born Leader


Brains and Good Looks


Beginning when you choose this ladder at 1st level, you can always choose to use Intelligence instead of Wisdom for Insight and Perception checks.
Additionally, after taking a long rest, if you wear no armor and wield no weapons, you gain a +2 bonus to Charisma or Intelligence (select one) until you make an attack roll or cast a spell. Select either Charisma or Intelligence as your primary born leader ability.

Compelling Directive


At 4th level, you can increase one ability score of your choice by 1. You can’t increase an ability score above 20 using this feature except for your primary born leader ability, which has a maximum value of 22.
Additionally, after you finish a long rest, roll a d20, and put the result aside. You can swap out any roll you or an ally that can communicate with you makes for that result. You should always have a d20 result put aside this way, but after swapping two die rolls, you cannot swap another until you finish a short or long rest. After you finish a long rest, you always roll a new d20.

Social Sciences


At 8th level, you can increase one ability score of your choice by 1. You can’t increase an ability score above 20 using this feature except for your primary born leader ability, which has a maximum value of 22.
Additionally, your compelling directive ability improves you can swap out four die rolls between short and long rests.

Primary Ladder Ability Intelliegence






Features & Traits
baby pistol, air dart pistol, ballistics armor (mk1), bandages, slow injection, sleep injection, paralysis injection, lead paper shot 1d4 (20), vial acid, alchemist fire, medical kit, drug kit, tablet assistant, flashlight

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
English, Spanish, French, Italian, simple weapons, light armor, poisoner's kit, land and air vehicles. 

Languages & Proficiencies

Medic Abilities


Cantrips


Live, Damn You


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous

You use your Medical kit on a willing creature and spend a Hit Die. If the target has been reduced to 0 hit points and is making death saving throws, the target gains 1 hit point. If above 0 hit points, the target recovers hit points equal to your proficiency bonus + 1d6. This increases to 2d6 at 10th level.

Basic Treatment


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Until employed or 1 minute

You use your Medical kit on a willing creature. The target gains a bonus on its next Constitution, Strength, Wisdom, or Intelligence saving throw equal to your proficiency bonus. Each target can only receive this bonus once per check.

Medical Knowledge


Activation Time. 1 bonus action
Range. Self
Components. Firearm
Duration. Instantaneous

Use the same round after hitting a target with a firearm. Make an exploit attack against the same target. On a hit, the target has disadvantage on its next attack roll until the beginning of your next turn.

Weak Spot


Activation Time. 1 bonus action
Range. Self
Components. None
Duration. Instantaneous

Use the same round after you score a hit. The target’s speed is reduced by half until the beginning of your next turn. You can only apply this effect once per turn.

Level 1


Stanozolol Injection


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. 1 hour

Target one living creature. The target has advantage on Dexterity ability checks and saving throws and gains a +10
feet bonus to speed for the duration.

Advancement. At 10th level, you can target up to 2 creatures, but each requires an action. You can sacrifice
the action on your next turn to administer both injections this turn.

Emergency Patch


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous

Target one living creature. The target regains hit points equal to your proficiency bonus + your Wisdom modifier + your level.

Advanced. At 10th level, you can either increase hit points recovered to triple your Wisdom bonus, or you can target two creatures instead of one.

Diagnose and Cure


Activation Time. 1 minute
Range. Touch
Components. Medical kit
Duration. 24 hours

Target one living creature suffering from disease or poison. The target has advantage on any saving throws to
recover from disease or poison for the duration.

Cortical Reinforcement Injection


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. 24 hours

Target one living creature. The target is immune to being blinded.

Advanced. At 10th level, you can target two creatures, though each one requires an action. You can sacrifice the action on your next turn to administer both injections this turn.

Clamp The Artery


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous

Target one living creature. The target is healed of any damage incurred by the last hit it received since the end of your previous turn.

Anatomy Expert


Activation Time. 1 bonus action
Range. Self
Components. Firearm
Duration. Instantaneous

Target one creature you scored a critical hit on this turn—double the amount of dice rolled for damage.

Level 2


Adrenaline Injection


Activation Time. 1 bonus action
Range. Touch
Components. Drug kit
Duration. Instantaneous

Target one living creature to gain one additional action on its next turn and on its following turn. This is in addition to any actions the target already has, including bonus actions.

Advancement. At 15th level, you can target up to 2 creatures, but each requires either an action or a bonus action (on the same turn).

Advantageous Scleroderma Injection


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. Five minutes

Target one living creature to gain a +2 bonus to AC for the duration. This bonus increases to +3 at 14th level.

Advancement. At 15th level, you can target up to 2 creatures, but each requires an action. You can sacrifice your action on your next turn to administer both injections this turn.

Angel of Death


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous

If there is one living creature reduced to 0 hit points or less within 5 feet of you, you gain 5 + your level in temporary hit points.

Medical Master


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Five minutes

Target you and one living creature OR two living creatures. The target regains hit points equal to your proficiency bonus + your Wisdom modifier + your level. The target also has advantage on Constitution ability checks and saving throws for the duration.

Advancement. At 15th level, you can target up to 4 creatures, but every two targets require an action. You can sacrifice the action on your next turn to affect all targets this turn.

Natural Healer


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous

Target you or one living creature. The target regains hit points equal to double your proficiency bonus + double your Wisdom modifier + your level.

Advancement. At 15th level, increase to triple your proficiency bonus and ability modifier.

Quick Recovery


Activation Time. 1 bonus action
Range. Self
Components. Medical kit
Duration. 1 round

Double your proficiency bonus to your next Intelligence or Wisdom skill check this turn. If the check still fails, you have advantage on all saving throws until the end of your next turn.

Synthetic Steroid


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. 1 hour

Target one living creature. The target has advantage on Strength ability checks as well as a +1 bonus to Strength- based attack rolls for the duration.

Advancement. At 10th level, you can target up to 2 creatures, but each requires an action. You can sacrifice your action on your next turn to affect both targets this turn.

Treat Patient


Activation Time. 1 minute
Range. Touch
Components. Medical kit
Duration. Instantaneous

One creature recovers as many Hit Dice as your proficiency bonus.

Xanthine Injection


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. 1 hour

Target one living creature. For the duration, the target has advantage on Constitution ability checks and saving throws. The target also gains temporary hit points equal to double your proficiency bonus + double your Wisdom bonus.

Advancement. At 10th level, you can target up to 2 creatures, but each requires an action. You can sacrifice the action on your next turn to administer both injections this turn.

3td Level


Analeptic Injection


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. Instantaneous/Special

Target one unconscious living creature. The target wakes up. If at 0 hit points, the target is brought to 1 hit point, wakes up, and can expend up to 2d4 hit dice to recover hit points. The target is also immune to sleep effects until it finishes a long rest.

Advancement. At 15th level, you can target up to 2 creatures, but each requires an action. You can sacrifice your next turn to administer both injections this turn.

Aversion Therapy


Activation Time. 1 bonus action
Range. Self
Components. Firearm
Duration. Until saved or 1 minute

Target one creature you hit with a ranged weapon this turn. The target suffers a -2 penalty to AC, and its speed is halved. At the end of each of its turns, it can make a Constitution saving throw to end the effect.

Delay Condition


Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Instantaneous

Target one living creature. Its fatigue level is reduced by 4.

Advancement. At 15th level, you can target up to 2 creatures, but each requires an action. You can sacrifice the action on your next turn to administer both injections this turn.

Ephedrine Psychotropic Injection


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. Five minutes

Target one living creature. For the duration, the target automatically succeeds at all Wisdom and Intelligence saving throws. The target also gains resistance to all physical damage.

Minor Medical Miracle


Activation Time. 1 minute
Range. Touch
Components. Medical kit
Duration. Instantaneous

Target one creature that has been reduced to 0 hit points or killed in the past five minutes. The target regains hit points equal to double your proficiency bonus + double your Wisdom modifier. The target can also expend up to 2d6 Hit Dice to recover additional hit points.

Unhealthy Psychostimulant Injection


Activation Time. 1 action
Range. Touch
Components. Drug kit
Duration. 1 minute

Target one living creature. For the duration, when making an attack action, the target may make one extra attack with any weapon it is holding. This is in addition to any attacks it already has and those gained by a bonus action.

Advancement. At 15th level, you can target up to 2 creatures, but each requires an action. You can sacrifice the action on your next turn to administer both injections this turn.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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