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## Field Medic ### #### Medical Training At 3rd level, you gain proficiency in Medicine and your proficiency bonus is doubled for any ability checks made with Medicine. * You may tend to up to 6 creatures over the course of a short rest as ‘light work’. Creatures you tend to regain additional hit points equal to your proficiency bonus when they expend hit dice to regain hit points. * As an action, you may expend a use of a healers kit to tend to a creature and end one disease or condition affecting that creature, or restore the creature's hit point maximum to its original value. The condition can be blinded, deafened, paralyzed or poisoned. Conditions from permanent injuries or curses cannot be removed until the injury is cured or the curse removed. The creature cannot benefit from this feature again until it finishes a short or long rest. * As an action, you can identify one poison or disease affecting that creature. You must be within 5 feet of the creature and be able to clearly see the target. If the DC is equal or less than 10 + half your medicine bonus, you automatically succeed. * If you take an hour each day to tend to a creature while they are recovering, that creature's recovery time is reduced by half. #### Internal Damage At 3rd level, you have learned all you need to know about the body; its strong points and its weaknesses... most of all the weaknesses.
when you hit a creature with a critical hit, you jab your arm into the creature’s body and pull it out causing internal damage. When a single creature receives 3 internal damage it must make a Constitution saving throw with disadvantage against your Medic save DC. On a failed save, the creatures hit points are reduced to 0. Creatures with at least 1 internal damage take additional damage die from weapon attacks. This damage can be healed by a *lessor restoration* spell or with a long rest. \columnbreak
**Medic Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
#### Quick-Step At 3rd level, you have learned to always be quick in getting to the frontlines to help others in need and have learned how to carry patients out of the field.
Your base movement speed increases by 10 feet. Additionally, you are able to carry a creature up to one size larger than you. You are able to carry up to 2 small creatures or medium creature without any penalty. Carrying a large creature reduces your movement speed by 10ft. #### Field surgery At 7th level, as an action you can use a healer's kit to allow a creature to expend and roll 1 of their hit die to regain hit points equal to the result plus their constitution modifier, you can do this number of times equal to your Wisdom modifier {minimum of 1} and regain all uses when you finish a long rest.
Each time you gain a new feature from this class creatures can increase the number of hit dice they can use with this feature to heal by 1. #### Critical surgery At 10th level, You may perform a surgery that has the same effect of Revivify to a creature that died within the last 10 minutes. The surgery will take a long rest to perform and creature revived this way has 2 levels of exhaustion and requires a week's rest to recover from this exhaustion. \pagebreak
#### Worsen wounds At 15th level, you have gained enough knowledge to not just ease the pain of others but also amplify it.
Once per turn you can damage a limb or organ on a successful weapon attack forcing that creature to make a Constitution saving throw. On a failed save, you can damage them in one of the following ways;
**Leg**. The creatures movement speed reduced by half for each leg that is damaged.
**Arm**. Weapon attacks are made with disadvantage and the creature cannot benefit from 2 weapon fighting. If all the creatures arms are affected by this feature weapon attacks are made with a -10 penalty.
**Eye**. The creature becomes blinded permanently.
**Ears**. The creature is deafened and has disadvantage on saving throws against being knocked prone.
**chest**. The creatures AC is reduced by 2 and has disadvantage on Constitution saving throws.
**Throat**. The creature loses ability to speak for the next minute.
This damage can be healed by a *greater restoration* spell or with a long rest. You can use this feature a number of times equal to your Wisdom modifier and regain all uses upon finishing a short or long rest. #### Dead rising At 18th level, You may preform surgery for 18 hours uninterupted and upon compleation return a dead creature to life, provided that it has been dead no longer than 10 days. This surgery also neutralizes any poisons and cures diseases that affected the creature at the time it died.
Additionally, when a creature has internal damage your critical hit range is reduced by 1 for each point of internal damage the creature has.