Alembas Medical College (Faction)

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The Alembas Medical College is a wealthy and innovative medical school located in Alembas, a district of Kairos home to most of that city's temples. It is the only medical school in the archipelago and is known for its complex hierarchy and obscene tuition. Those who seek to cure the ailments of the world find good company here, as do those who desire praise. With a motto of "Let There Be Life," the AMC is hardly a place for the humble.

## Rank 1: Medical Student

Your free time has been filled with homework. Your sleep schedule is a distant memory, but you are gaining knowledge at a fantastic pace.

### Mechanics

***I’m A Doctor, Not A…*** The flood of information you’ve received fills your memory, forcing other things out. You gain expertise in Medicine checks and can make them with Intelligence or Wisdom at your discretion. However, you lose proficiency in another skill of your choice.

### Social

***There But For The Grace Of God.*** Even among the most competitive academic tracks, those unfortunates in the medical school are regarded with a mix of respect and pity. Places of learning will tend to grant you entry, and you are familiar with how to navigate the vast bureaucracy of academia. While there might be therapists, you are too busy to ever engage with them.

## Rank 2: Resident

You’ve been allowed to put your knowledge into practice. Every day is a test of your skills, a chance to demonstrate your worth—or a chance to feed the crippling imposter syndrome you’ve no doubt developed. But beneath the ever-mounting pressure, diamonds of knowledge can be found.

### Mechanics

***ASLS (Advanced Soul-Based Life Support).*** You have been provided with a kit of medications and stabilizing treatments designed to keep a mortally wounded individual from passing on. Once a day, as an action, you or a creature with Medicine proficiency can use this kit on a creature that died within the last minute to bring them most of the way back. For the next 48 hours, the target is protected from decay and can’t become undead. Time spent under the influence of this effect doesn’t count against the time limit of spells such as *Raise Dead*. If the creature is a valid target for the *Revivify* spell, it can be cast to bring them back to life without expending a costly component.

### Social

***Jargon.*** You know a collection of esoteric acronyms, phrases, and terms so divorced from common speech that they are nearly their own language, and can slip other pieces of information in unnoticed. A creature with Medicine expertise can understand you. A creature with Medicine proficiency can make a DC 20 Medicine check to understand information conveyed in this way when it is spoken, or a DC 15 Medicine check to comprehend it written down.

## Rank 3: Physician

With school complete, you are finally able to pursue your goal of helping others. Your salary has vastly improved, your work feels much more rewarding outside the shadow of academia, and your ego has increased to match.

### Mechanics

***Hypocritic Oath.*** First, do no harm. Unless there’s a really interesting research paper to be done. Or they annoyed you and you ‘forget’ the anesthetic. Or they’re trying to kill you—you are an adventurer, after all. But even with the many caveats to when and how you’ll use it, your skill with mundane healing is far beyond what the uneducated could achieve. Three times a day, while holding your medical kit, you can make a Medicine check to heal a creature within 5 feet of you equal to the result. This is always effective on humanoids and can work on non-humanoids at the DM’s discretion.

### Social

***As A Licensed Medical Professional…*** You have an expert and thorough knowledge of the anatomy of the humanoid body and the function of its various parts. Your diagnoses are likely to be believed by anyone who knows your credentials, you may be given extra authority in a crisis or allowed to go places you should not, and you are able to determine the nature of mundane injuries or illnesses with only the simplest tests.

## Rank 4: Attending Physician

Your skill, leadership, and intellect are sufficient to command a team of other physicians in treating some of the most complicated illnesses, magical and mundane, that the archipelago has to offer. This hasn’t gone to your head. After all, you’re far too humble for that.

### Mechanics

***Specialization.*** You’ve put in the time, effort, and money to specialize in a particular field. Choose one:

*Anesthesiology.* As an action, you can cause a friendly creature to fall harmlessly unconscious until shaken awake or they take damage. As a bonus action, you can make a Medicine check to prepare a combination of sedatives to knock out a particular target you can see. The resulting syringe can be administered either as a ranged (range of 30 feet) or melee weapon attack. On a hit, the target takes nonlethal poison damage equal to the result of your check, and must make a Constitution saving throw with disadvantage with a DC equal to 5 + your Medicine check modifier, falling unconscious for one minute on a failure. They can repeat this save without disadvantage whenever they take damage and at the end of each of their turns. You can use this ability once a day. If the syringe is administered to a different target, the poison damage is halved and the creature has advantage on the saving throws.

*Infectious Disease.* As an action, you can cure a disease or end the poisoned condition affecting one target of your choice. You can do this three times a day. Additionally, you can attempt to infect a hostile creature with a particularly virulent, resistant, magically enhanced sample of a disease. Once a day, you can force a creature within 5 feet of you to make a Constitution saving throw with a DC equal to 5 + your Medicine check modifier. On a failure, choose one of the diseases from the *Contagion* spell. They are afflicted with that disease for the next 24 hours, regardless of whether they would normally be immune.

*Psychology.* Twice a day, as an action, you can end the charmed or frightened condition on a creature within 5 feet. You gain a +2 bonus to saving throws against being charmed and frightened. Finally, you can attempt to psychoanalyze a creature to discover its mental weaknesses. As an action, make a Medicine or Insight check contested by the target’s Deception. On a success, it subtracts a d4 from mental saving throws you and your allies force it to make for the next minute. You may use this ability once a day.

### Social

***Clinical Experience.*** You have seen a wide variety of patients and have made several contributions to medicine, earning you the respect of your peers and some amount of name recognition for those outside the medical system. Notably, you’ve discovered and named a disease state. Come up with the name, mechanical effects, and interesting symptoms if any and provide them to the DMs. This may not have a direct benefit, but it will be an interesting thing to encounter in the world—and possibly something that your fellow adventurers could be infected with.