Medic

## Overview

Hit Dice: 1d8

Health per level: Hit Dice + Constitution Modifier

If you get past the drug addiction, most medics are pretty swell guys. Plus, there's nothing wrong with doing a little ket with the boys before a fight.

Medics heal party members and poison enemies.

List of Drugs

## Drug Slots per Level

Drugs Known: Level + Wisdom

Recover slots on long rest

## Level 1

### Know thy Enemy

Advantage on all intelligence checks that have to do with a creature's anatomy or physiology.

## Level 2

### First Aid

Spend 1 minute to restore 1d10 + Wis Mod hp to either yourself or an ally. 5 per day

## Level 5

### Self Administraton

Store APDOW healing drugs in mobile vials. These potions lose potency after 24 hours. Users of these drugs must suceed on a CON saving throw equal to 8 + the drug level. On a fail, the effect does not happen and the user takes 1d8 damage.

## Level 6

### Natural Compounds

If you have access to plants, you can synthesize a first level drug in 5 minutes, a 2nd level drug in 10 minutes, and a third level drug in 30 minutes. A short rest restores all 1st, 2nd, and 3rd level slots.

## Level 7

### First Aid Improvement

First aid now restores 2d10 + Wisdom mod and cures most effects from creatures.

## Level 9

### Drug Cocktail

Combine 2 drugs together once per short rest. You can use this cocktail like it was one drug. You must expend both drug's level slot to make the cocktail.

## Level 10

### Self Administration Bonus

The saving throw is made with advantage. Creatures never take damage now from a failed save.

## Level 11

Medical Insurance ===
You may reroll medicine checks below 10. This is pre-bonus (e.g. rolling a 9 on the d20 with a +5 bonus would still be eligible for a reroll). You must take the result of the second roll.

## Level 13

### Passive Compound Reads

Your APDOW will automatically alert you to drugs in the area if there is a significant detectable quantity. The passive read is often inaccurate and will need further active checks to learn additional information.

## Level 14

### Immortal

You cannot be diseased or poisoned. You also only fail death saving throws on a 6 or less

## Level 15

### I Am Drugs

You can go two weeks without food, water, or sleep (much like real drug addicts). Exhaustion doesn't affect you.

## Level 17

### Permanent Uppers

You may take an extra action 3 times per long rest

## Level 18

### First Aid Improvement

You may use First Aid an unlimited amount of times

## Level 20

### System Shock

Once per month as an action, you can instantly mimic the effects of a long rest

## Healer

### Level 3

#### Time of Need

First Aid now only takes one action (6 seconds).

#### Back in the Fight

Stabilizing an ally gets them back up with 2d6 health.

### Level 6

#### Sympathy Drugs

Restore 1d8 of your own health if a drug you use causes an ally to gain health. Does not work with First Aid.

### Level 9

#### Improved Drugs

Whenever a drug restores health, it restores an extra 4 + drug level hit points.

### Level 12

#### Favored Ally

Once per long rest, you can double the healing effects of a drug on one ally

### Level 15

#### Favored Drug

Choose a first or second level healing drug to choose as your favored drug. Roll a d4 when casting it. On a 4, it does not expend a slot.

## Poisoner

### Level 3

#### Unexpected Demise

Your poisons do double damage if the target is not in combat.

#### Caustic Serum

Do an extra 2 + drug level damage to poisoned target

### Level 6

#### Noxious Fumes

All poisons can be thrown. Target a 15 by 15 foot square if you so choose. If you do, saving throws are made with advantage. If the poison has no saving throw, the victim gets a CON saving throw to take half damage.

### Level 12

#### Favored Enemy

Once per long rest, you can double damage on an enemy from a poison.

### Level 15

#### Favored Drug

Choose a first or second level poison to choose as your favored drug. Roll a d4 when casting it. On a 4, it does not expend a slot.