Medic

A man is bleeding out from a gunshot wound on the ground. But just before he is about to go into the light, a Medic rushes over and gets on the ground. He ties off the mans arm and is able to remove the bullet before he stops the bleeding.

A Survivor is suffering from a Zombie bite and it is up to the Medic to save him. The Survivor was bitten on the arm and the Medic knows just what to do. He ties off the Survivors arm and cuts it off in order to stop the spread of the infection. He is then able to stop the bleeding and the Survivor is saved.

You are a Medic. You specialize in healing your comrades from terrible, often-times fatal Injuries while on the field of battle. In a world ruled by the dead, their are any number of things that could result in a fatal Injury to your fellow Survivors. And it's up to you to make sure they can find the Strength within themselves to get back up and keep fighting for their own Survival.

### **Dedicated Healer**

Medics will often be found wandering through a circuit of communities that are too poor to support a healer powerful enough to heal major injuries and diseases, not only do they heal the injuries and illnesses that they find in their journeys they will also try educate communities in hygiene and basic first aid. A medical institution can be found in most cities although few are up and running since the world went to shit. However, these Hospitals can be where your medic finds most of their supplies to heal major Injuries or diseases.

### **Years of Training**

In order to become a Medic, your character had to undergo Years of Training and go to some sort of Medical school in order to get some sort of Medical Degree. But no matter how well trained your character might be, there will always be those whom he/she is unable to save. What tole does this take on your character? Do they feel extreme guilt over the people who they weren't good enough or fast enough to save? Or do they feel indifferent in the matter?

## **Creating a Medic**

When creating a Medic, it's important to consider the following things: Why did your character decide to become a Medic? Did you get taught by a mentor or did you get taught by an institution? What is their story? What motivates you now? Is it Survival? A desire to help people? Or is it the only life you have lived?

What made you want to become a Medic in the first place? Were you inspired by a close friend or relative? Perhaps someone you cared about died because a Medic wasn't capable of doing their job, and you have sworn to never let that happen to anyone else.

#### **Quick Build**

You can make a Medic quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Doctor background.

## **Class Features**

As a Medic you gain the following class features.

### **Hit Points**

* **Hit Dice:** 1d6 per Medic Level
* **Hit Points at 1st level:** 6 + Con Modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier per Medic level after 1st

### **Proficiencies**

* **Armor:** None
* **Weapons:** Handguns
* **Tools:** Doctors Kit
* **Saving Throws:** Constitution and Intelligence
* **Skills:** Choose two from First Aid, Survival, Insight, Investigation, Persuasion, and Perception.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your background:

* (a) A Shotgun and 10 Bullets or (b) Two handguns with 10 bullets each
* (a) A Machete or (b) Two Knives
* (a) Painkillers or (b) A Gas Mask
* (a) A Medkit or (b) A Doctors Kit

### **Medical Training**

You are extremely experienced in the Medical field. At 1st level, you gain advantage on all ability checks that have to do with First Aid.

### **Medical Points**

At 1st level, you gain a pool of Medical points equal to 1d6 + your Wisdom Modifier. This increases 1d6 every 4 levels. Consult the class table for more information on how many Medical Points you get each level. All medical points are restored after a long rest. Medical Points have many uses. The most common use is to use them to retry an ability score that has to do with First Aid. You can do this a number of times equal to twice your Medic level and you have to use the reroll. This recharges after a long rest.

### **Expertise**

You gain Expertise in two of your Skill Proficiencies of your choice. First Aid, Insight, and Perception are all iconic choices for a Medic if you have Proficiency in them. When you reach 9th level, you can choose two more of your skill proficiencies to gain expertise in.

### **Curing/Disabling**

When you reach 2nd level, you can cure any condition another player has. The following are exceptions: Grappled, Incapacitated, Prone, Restrained, Stunned, and Infected. This costs Medical points equal to your Medic level + your intelligence modifier.

### **Medical School**

At 3rd level, you choose a Medical School. Choose between the School of Mental Health, the School of Physical Health, the School of Self Improvement, the School of Emotional Health, the School of Sociological Health, and Oathbreaker. Your choice grants you features at level 3 and again at levels 6, 10 and 14.

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### **Resurrection**

When you reach 5th level, you can perform CPR (Cardiopulmonary resuscitation) on any ally that drops to 0 hp. You cannot perform CPR if the player has been dead for over an hour. You can choose to either do mouth-to-mouth or chest compression. The DC for mouth-to-mouth is 15 and the DC for chest compression is 10.

### **Patient Patience**

At 7th level, upon a target becoming gravely wounded (hit points equal to their character level or less), you may call out to them as a reaction (range 120 feet) to grant temporary Hit Points equal to your class levels that last for 30 seconds (5 rounds). If you do not reach or otherwise heal your target by the time this effect wears off, they take all the damage absorbed by those temporary Hit Points at once. If this would bring them below 0 Hit Points, they automatically fail one death saving throw.

### **Learned Traveler**

By 9th level, you have learned much in your travels and have gained new skills. Or one new skill. Or just gotten better. You may choose a new skill or tool in which to gain proficiency, or double your proficiency bonus in a skill or tool you already possess.

### **Will Power**

Starting at 10th level, your willpower seemingly knows no bounds. When you drop to 0 hp but are stable you gain advantage on 1 death saving throw. This increases to 2 at 15th level and 3 at 20th level.

### **Adrenal Rush**

In the heat of battle, it can be overwhelming trying to keep everyone alive and in fighting shape. At 15th level, you have gained control over this heightened state and are able to better utilize it to your advantage. moving towards a fallen creature doubles your movement speed and you gain +1 AC for 1 minute. You also gain advantage in Dexterity Saving Throws when moving an unconscious creature to safety. You can use this feature a number of times equal to your dexterity Modifier (Minimum of Once). You regain all expended uses of this feature when you finish a long rest.

### **Combat Ready**

By 20th level, you have seen more than your fair share of combat and wounds. You have learned when to duck and cover and when to charge to the front lines. You gain proficiency in dexterity saving throws. You also receive +5 feet of movement and +10 maximum Hit Points.

### **Full Heal**

At 20th level, as an action, you can fully heal a creature within touch range; all of their hit points are restored and they gain the benefits of a short rest. You cannot use this ability again until you pay 25 medical points or complete a long rest.

## **Multiclassing**

* ***Prerequisites.*** To Multiclass into the Medic class, you must have a Constitution or Wisdom score of 13 or higher.
* ***Proficiencies.*** You are Proficient in the Doctors kit when you Multiclass into the Medic Class.