Medical Procedures

<Techie Class | Techie Specialty>

### Administer Aid

When you spend at least 3 rounds administering aid to a wounded creature, you can expend one medical die to restore health to that creature. The creature regains a number of hit points equal to twice the number rolled on the medical die + your level.

### Avoid Injury

A small twist can be the difference between a slight nick and a fountain of blood. When another creature damages you with an attack, you can use your reaction and expend one medical die to reduce the damage by the number you roll on your medical die. Additionally, if the attack would have been a critical hit, it is changed into a normal hit.

### Bleeding Strike

When you hit a creature with a weapon attack, you can expend one medical die to attempt to cause a bleeding injury. You add the medical die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the creature takes slashing damage at the start of each of its turns equal to the number rolled on the medical die. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the bleeding ends.

### Chiropractic Technique

You can expend a medical die and use a bonus action to attempt to release a creature's locked muscles. The creature can immediately make a saving throw against one effect causing them to be *paralyzed* or *stunned*, adding the medical die to the roll.

### Debilitating Attack

When you hit a creature with a weapon attack, you can expend one medical die to interfere with the target's actions. You add the medical die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

### Expeditious Rest

When you spend 10 minutes caring for a creature, you can expend one medical die to have them rest quickly. The creature regains a number of hit points equal to the number rolled on the medical die, and immediately gains the benefit of a short rest and may remove one level of exhaustion. The same creature can’t be affected by this procedure again until it finishes a long rest.

### Medical Jargon

When you are attempting to convince a creature of something, you expend a medical die to use technical language to help. To do so, there must be a valid application of the language. For example, you may be trying to convince a guard that one of your allies is sick to be temporarily released from a cell. You add half the number rolled on the medical die to your People check.

### Vital Strike

When you make a weapon attack roll against a creature with advantage, you can expend one medical die to attempt to strike a vital point. Add half the number rolled on the medical die to the attack roll and, additionally, if the result is higher than 25 the attack is a critical hit. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

## Pharmaceuticals

Pharmaceuticals are a subset of the Procedures you can learn, with a few special rules. To create pharmaceuticals, you must spend at least 1 hour out of combat and spend a specified amount of €$ worth of components from your widget bag. The number of pharmaceuticals you can create at a time equals your Technology modifier (minimum of one). Once created, a pharmaceutical can be applied as a bonus action. When applied, the pharmaceutical expends a Medical die. Any creature can apply a pharmaceutical, either to themselves or to another creature within 5 feet. Applying a pharmaceutical to an unwilling creature requires a successful attack roll.

Other than these specific rules, a pharmaceutical is treated the same as a procedure.

### 01-FIX

***Price:** €$50 worth of components*
This pharmaceutical can patch up basic injuries. When applied to a creature, that creature regains a number of hit points equal to the number rolled on the medical die + your Technology modifier.

### 02-NRV

***Price:** €$50 worth of components*
This pharmaceutical is a strong, short-term painkiller. When applied to a creature, that creature gains temporary hit points equal to twice the number rolled on the medical die + your Technology modifier.

### 03-ANT

***Price:** €$50 worth of components*
This pharmaceutical is designed to nullify various poisons. When applied to a creature, one poison affecting that creature is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random. Additionally, the creature has advantage on saving throws against poison and resistance to poison damage for a number of hours equal to the number rolled on the medical die.

### 04-DIE

***Price:** €$150 worth of components*
This pharmaceutical contains a strong poison. When applied to a creature, that creature and takes poison damage equal to the number rolled on the medical dice + your Technology modifier and must make a Constitution saving throw. On a failed save, that creature is also *poisoned* for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the *poisoned* condition ends.

### 05-MAD

***Price:** €$150 worth of components*
This pharmaceutical causes vivid hallucinations and clouds the mind. When applied to a creature, that creature must make a Mind saving throw. On a failed save, the creature suffers delusions and uncontrolled action for 1 minute. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 2-6
 7-8
 9-10

At the end of each of its turns, an affected target can make a Mind saving throw. If it succeeds, this effect ends for that target.

### 06-SLP

***Price:** €$150 worth of components*
This pharmaceutical causes temporary drowsiness and potentially sleep. When applied to a creature, if the creature has less than 3 levels of exhaustion, that creature gains one level of exhaustion. Additionally the creature must make a Constitution saving throw. On a failed save, the creature falls unconscious for 10 minutes, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

### 07-STP

***Price:** €$150 worth of components*
This pharmaceutical causes a temporary muscular lock. When applied to a creature, that creature must make a Constitution saving throw. On a failed save, the creature is *paralyzed* for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends.

### 08-STR

***Price:** €$200 worth of components*
This steroid pharmaceutical temporarily enhances muscular capability. When applied to a creature, that creature gains the following effects for 1 minute:

* They have advantage on ability checks and saving throws using Strength.
* They have disadvantage on ability checks and saving throws using Intelligence.
* They have a +2 bonus to melee damage rolls.
* They have a +1 bonus to AC.

### 09-DEX

***Price:** €$200 worth of components*
This pharmaceutical temporarily boosts a creature's immune system and resilience. When applied to a creature, that creature gains the following effects for 1 minute:

* They have advantage on ability checks and saving throws using Dexterity.
* They have disadvantage on ability checks and saving throws using Charisma.
* Any damage they receive is reduced by 2.
* They have a +1 bonus to AC.

### 10-CON

***Price:** €$200 worth of components*
This pharmaceutical temporarily speeds up a creatures impulses. When applied to a creature, that creature gains the following effects for 1 minute:

* They have advantage on ability checks and saving throws using Constitution.
* They have disadvantage on ability checks and saving throws using Technology.
* They have a +10 ft. bonus to their walking speed.
* They have a +1 bonus to AC.