Combat Medic

A human combat medic

A hero trained in first aid and handling biotic equipment. They are no stranger at putting themselves at risk in order to save their allies.

The Combat Medic can combine combat and medicine using the special Medic Handgun.

Combat medics are healers that can use biotic consumables to great efficiency while also being in the thick of combat themselves.

## Features

### Medic’s Handgun

Medics are proficient in using the *Medic’s Handgun,* *light* and *medium armor*. You also gain proficiency in B*iotic Consumables*.

You gain the three following abilities:

> ***Medic Handgun*** - Medics are experienced enough to use the Medic’s Handgun secondary fire mode that allows medics to heal their patients from a safe distance.This healing can be done by using Medic Charges, which has charges equal to the amount of combat medic features. You can do the following using this weapon:
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> * ***Heal*** (2AP, 1 Medic Charge) - You can aim and fire 1 charge at a creature within 30ft. A creature hit by such a charge is healed for 1d4 + the amount of combat medic features picked.
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### Combat Support

You gain the following abilities:

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> ***Medic Combat Weapon -*** You may convert any long-arm weapon or melee martial weapon into a medic’s weapon using a special attachment. All features that refer to the Medic’s Handgun will also apply to these weapons.
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> ***Biotic Training*** (reload) -  When using your reload action on a Medic-Handgun, you can choose to load a biotic syringe instead of an ammo clip. You can load the maximum of one biotic syringe at the same time.  This can then be used to target a creature within the optimal range of the weapon.
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### Shock Therapy

You’ve learned that a defibrillator  can be used in creative ways. You gain the following ability:

> ***Shock*** (4AP) - Once per sleep rest, you unleash shock therapy in a 15ft radius sphere around you. All allied creatures within the area regain 1d6 hit points, if the allied creature is affiliated by the ‘Downed’ condition, this healing is doubled. All enemy creatures within the area must make a Constitution saving throw to your Combat Medic save DC.
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### Perfect Dosages

Your experience allows you to apply the perfect dosage for maximum effect. You gain the following ability:

> ***Dosage*** - Each biotic syringe gains two charges, meaning they can be used twice before being expended.
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### First Aid

You rush yourself to be the first responder in the scene, to give your allies the best chance of survival. You gain the two following abilities:

> ***Smelling Salt*** (3AP) - You can stabilise and bring back an unconscious creature within 5ft back with 1hp and 1d6 temporary hit points.
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> ***First Aid*** - When healing a creature that took damage in the last minute, it is healed by 1 additional hit point per dice used in the heal.
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### Hazard Medic

You always have special medication on hand that makes a body temporarily resistant to the hardships of space, vacuum or deep pressure. You gain the two following abilities:

> ***Hazard Meds*** (3AP) - Using your Medic Handgun, you can give a creature immunity to the effects of Hard Vacuum, Deep Sea Pressure and Ambient Radiation while not wearing a suit. This lasts for 1 hour and can only be done on a creature once per sleep rest. During this time the creature has no need for fresh oxygen, but cannot talk or use items that do require oxygen if they do not bring any and the environment lacks oxygen.
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> ***Evacuation*** - When a creature is unconscious or dead, you can drag this creature with you without movement penalty, but you are only able to use a single hand freely. You automatically fail Dexterity saving throws while carrying unconscious creatures like this, and you may only drag a creature like this for 1 minute per day.
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                           ~ DikkBott  (◠﹏◠)