Medic

*The **Medic's** job is to keep people alive, usually after they’ve been shot, stabbed, trampled, gored, poisoned, infected with an unknown disease, or some combination of the above. As a member of a team, the Medic is indispensable. They have the talent and the skill to provide excellent health care in even the most trying of circumstances. With a medical kit, a surgery kit, and a little time, the Medic can often perform the impossible - or they’ll at least do their best when no other help is nearby.*

## 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 + your Constitution modifier
**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per medic level after 1st

### Proficiencies

**Armor**: Light armor
**Weapons**: Simple weapons, one-handed firearms
**Tools**: Poisoner’s kit, all ground vehicles and aircraft
**Saving Throw**: Intelligence, Wisdom
**Skills**: Medicine; select six skills from Electronics, Deception, Engineering, History, Insight, Investigation, Nature, Perception, Persuasion, and Science

### Equipment

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

* (a) M3 Heavy Pistol or (b) M4 SMG
* Two grenades
* (a) Stock Light Armor or (b) Stock Medium Armor
* 5,000 credits worth of additional gear

### Medical Training

At 1st level, you learn procedures that are fueled by special dice, called medical dice.

***Procedures.*** You learn three procedures of your choice. Some procedures enhance an attack in some way. You can only use one procedure per attack.

You learn two additional procedures of your choice at 3rd, 6th, and 9th level. Each time you learn new procedures, you can also replace one procedure you know with a different one.

***Medical Dice.*** You have four medical dice, which are d8s. A medical die is expended when you use it. You regain all of your expended medical dice when you finish a short or long rest.

You gain one additional medical die at 3rd, 6th, and 9th level.

### Diagnosis

Starting at 3rd level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about the state of their health. The GM tells you two of the following characteristics of your choice:

* The details of any diseases the creature has.
* The details of any lingering injuries the creature has.
* The details of any madness effects the creature has.
* The details of any ability score reductions the creature has.
* Whether the creatures current hit points are more than half of its maximum hit points.
* One damage vulnerability, resistance, or immunity that the creature has.

### Resuscitate

Starting at 6th level, you can spend 1 minute treating a creature that has died no more than 1 minute ago. When you do so, that creature returns to life with 1 hit point remaining and gains a level of exhaustion.

A creature can only regain hit points this way once before that creature finishes a long rest.

### Improved Medical Training

At 6th level, your Medical dice turn into d10s. At 9th level, they turn into d12s.

### Call to Aid

Starting at 9th level, when a creature that you can see falls unconscious and you have no medical dice remaining, you can use you regain 1 medical die.

### Medical Miracle

At 9th level, your medical prowess is unparalleled, and you can cure most afflictions. By spending at least an hour administering advanced medical aid to a creature, you can cure that creature of a range of conditions. That creature's exhaustion level is reduced to 0, it is cured of all diseases affecting it, all poisons affecting it are neutralized, and it is cured of any long-term madness effects. Additionally, you may perform one of the following effects:

* Remove any reduction to one of the target's ability scores.
* Remove all effects reducing the target's hit point maximum.
* Cure the target of one Lingering Injury (See chapter 9 of the Dungeon Master's Guide)
* Cure the target of one indefinite madness effect.

Once you use this feature, you can't use it again until you finish a long rest.