Doctor

A human doctor

## Resources

### Charges

Doctor Charges: Charges equal to two times the amount of Doctor features picked.

### Save DC

Doctor Save DC: (8 + proficiency + intelligence modifier)

Well trained in biology and medicine, the doctor provides field support while usually staying out of direct combat. They use the Biomed Kits as tools to support allies.

Doctors are healing supports that can use biomed kits to heal and buff their allies. Usually they are unarmed.

## Features

### Doctor Training

You gain proficiency in medicine. If you are already proficient with *Medicine*, you gain expertise, doubling your proficiency bonus in Medicine. You gain the following ability:

> ***Medicinal Study -*** Instead of rolling medicine checks with wisdom, you may roll them with intelligence instead. Additionally, the purchase of your first biomed kit is completely free after picking this feature.
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> ***Self-Check Up*** (reaction) - When you drop to 0 hit points and have a biomed kit, herbalist kit or science kit in your hand, you come back with 1 hit point. You can use this once per sleep rest.
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### Med Support

Being trained in medicine and physiology, you gain the following ability, for which you must have a bio-med kit in one of your hands:

> ***Med Support*** - You can use a biomed kit to provide extended care and effects.  You can pick special procedures that you can use from the list below, equal to the Doctor features picked. You may repick this each rest:
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> * ***Biotic repair*** (2AP, 1 Doctor Charge) - By using your med kit, repairs wounds on the target biological creature within 10ft of you, restoring hit points equal to 1d4 + (2 times the amount of doctor features you have unlocked).
> * ***Anti Venom*** (1AP, 1 Doctor Charge) - By using your med kit, you remove one poison effect on a target creature within 10ft.  If multiple poison effects are present, the most recent is removed.
> * ***Poison*** (2AP, 1 Doctor Charge) - By using your med kit, you attempt to poison a creature within 10ft for an hour. The target must make a constitution saving throw to (8 + proficiency + intelligence modifier).
> * ***Immunity Boost*** (3AP, 1 Doctor Charge) - By using your med kit, you make a creature within 10ft more resilient for 1 minute. The  target gains 2d4 temporary hit points.
> * ***Resistance Vaccin*** (1AP, 1 Doctor Charge) - By using your med kit, a target creature within 10ft gains either acid, cold, poison or radiation resistance for 8 hours.
> * ***Steroid Charge*** (3AP, 1 Doctor Charge) - By using your med kit, you give a target creature within 10ft a steroid charge for 1 hour. During this time, they have advantage on any Strength saving throws and skill checks.
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### Experimental Treatments

You have enough experience to use experimental and advanced field-treatments.  You gain the following ability:

> ***Experimental Treatments*** - The list of procedure options is extended with the following list:
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> * ***Restore*** (3AP, 1 Doctor Charge) - By using your med kit, you restore a creature within 10ft. One of the following conditions is removed: blinded, deafened, stunned or paralyzed.
> * ***Stim Boost*** (2AP, 1 Doctor Charge) - By using your med kit, you grant a target creature within 10ft extra AP equal to 2 for their next round.
> * ***Guardian Angel*** (reaction, 1 Doctor Charge) - By using your med kit and your reaction, you can instantly restore all the Health Points of a creature with 10ft that is brought back from the dead (not unconscious). Up to a maximum of 20 hit points.
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### Extended Care

Your control allows you to double your healing range. You gain the following ability:

> ***Extended Care*** - Double range of all actions using biomed kit, including special procedures from the previous features.
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> ***Monitored Care*** (reaction) - When a creature fails a death saving throw within the range of your biomed kit, you may nullify this death saving throw. This can be done once per creature per sleep-rest.
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### Doctor’s Checkup

You can identify ills and conditions and attempt to think of a treatment plan. You gain the two following abilities:

> ***Checkup*** (10 minutes) - For 10 minutes, you can use your biomed kit and consume 1 battery to check a target creature’s vitals. You learn the current statistics of this creature, such as current HP, hit dice, ability scores, the tags and resistances/vulnerabilities of this creature. You identify any disease or other status effects currently affecting the creature and learn possible cures to this affliction should they exist. Most diseases can be cured with the right (hard to require) medicine.
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> ***Autopsy*** (10 minutes) - For 10 minutes, you can use your biomed kit and consume 1 battery to study a dead creature that has been dead for less than 10 years. You gain the following information of the dead creature’s type:
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> 1. Creature type and tags.
> 2. What damage type and possible weapon was used to kill the creature.
> 3. If the creature died by a disease or poison, you can learn the exact type of disease or poison.
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### Revive

You have enough experience to use experimental and advanced field-treatments.  You gain the following ability:

> ***Revive*** - The list of procedure options is extended with the following treatment:
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> * ***Revive*** (3AP, 2 Doctor Charges) - By using your biomed kit a target creature within 10ft that has died within 1 minute is revived. This creature is brought back with all the body parts currently in the vicinity. Missing body parts will not be restored. The creature will be unconscious but stable with 1 hit point.
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                                    ~ DikkBott  ʕ •́؈•̀ ₎