Medic (Old full class)

The **Medic** is a support class focused around healing and buffing of allies.

Weapons: Light and Medium

Tools: Medical Tools, Electrical Tools, and one of your choice.

Saving Throws: Strength and Wisdom

### Medical Professional

You can stabilize someone without requiring a Medicine check. You also gain proficiency in the Medicine skill. If you already have proficiency in the Medicine skill, you gain expertise instead.

### Battle Healing

You have a pool of d6s equal to 1 + your Medic Level. You can use your Action to expend a number of d6s to heal an ally within 5ft of you. The maximum amount of healing dice you can expend at once is equal to 1 plus your Intelligence Modifier.

### Intelligent Fighting

When you make a Strike Roll with a weapon you are Proficient with that requires a Strength or Dexterity Roll, you may instead substitute your Intelligence Modifier for both the Strike and Damage Rolls.

## 2nd Level

### Medbay

You gain the ability to set up your own Medical Bay, where you can tend to the wounds of allies out of combat and remove nastier conditions. Setting up your medbay takes one week and $2500 worth of equipment. Allies healing in your Medbay regain all Hit Points on a Short Rest, and you can remove Epic Injuries in half the time it would take to heal from it normally. It takes 48 hours to disassemble the medbay, and the equipment must be stored in the equivalent of a large SUV for transport.

### Chemist

You gain the ability to prepare a set of chemical stimulants. The amount you can prepare at the start of every day is equal to your Intelligence Modifier plus half your Medic Level rounded down. The amount of Stims you may use is listed in the table below. You regain all Stimulant uses on finishing a Long Rest. You can prepare a number of Stims at varying Tier Levels. Some Stimulants can be concentrated upon use to higher Tier levels. The list of Stimulants is at the bottom of the page.

As well as this, you may spend $200 to build a Dart Rifle that deploys your Stimulants at a Range. It is considered a Medium Weapon, loading it is a part of the firing action and it has a Range of 30/60.

**Only a Medic with this ability is able to deploy Stimulants in any way, shape or form. A Medic cannot utilize another Medic's Stimulants due to them not knowing the exact formula of the other Medic's creation. Would you stick someone with a Syringe of who knows what?**

## 3rd Level

### Methodical Medicine

When using healing items, you have one additional charge per item. This ability does **not** apply to items that revive dead characters.

### Walk it Off

As an Action, you can remove one Temporary Condition from an ally within 5ft. You can do this a number of times equal to 1 + your Intelligence Modifier per Long Rest. You cannot remove the *Incapacitated, Grappled* or *Restrained* Condition. If you remove a Level of *Exhaustion*, the effect is only temporary and the target regains the level after 10 minutes.

## 4th Level

### Ability Score Improvement

As 5e. Feats are available to take instead as per usual. You gain this ability again at 8th, 10th, 12th, 16th and 19th Level.

## 5th Level

### Extra Attack

When you take the Attack Action, you may make two strikes instead of one.

## 6th Level

### Don't Die On Me

You can revive a dead character who has been dead for no more than one minute as an action. You can build a Revival Kit while out of combat. This kit requires $1000 worth of supplies and is completely consumed upon use. When a character is successfully revived using this ability, they are considered stable at 0 Hit Points. They gain Five Levels of Exhaustion and permanently lose 5 from their Hit Point Maximum.

#### **Caveats**

You cannot revive characters that have died with any of the following conditions.

* Have had their brain damaged/destroyed.
* Been melted by **Plasma** Damage.
* Have had their heart or both lungs destroyed. *This caveat does not apply to higher level resurrection abilities.*
* Have been bisected in a way that cannot support life. *This caveat does not apply to higher level resurrection abilities.*

### Field Surgeon

You have gained enough experience to attempt to operate in sub-par environments. You can attempt to perform emergency procedures in the field through setting up a Field Surgery. Setting up the gear requires only a Medkit and one minute. You may then attempt to operate on a wounded character in need of surgery, in cases such as missing limbs, genetic disasters, shattered bones or similar serious injuries. The DC of the injury will be decided on the severity and complexity of the surgery. On a Failure, you cannot reattempt the operation and can only resume the process in your Medbay. The patient is unaffected on Failure.

## 7th Level

### Medical Analysis

As an action, you can scan an organic enemy to learn their damage vulnerabilities, immunities and resistances, along with their AC, movement speed, and condition immunities.

You can do this a number of times equal to your Proficiency Bonus per long rest.

### Medical Overflow

When you heal an ally, you restore Hit Points to yourself equal to your Proficiency Bonus + 1.

## 9th Level

### Genetic Synthesis

You gain the ability to apply Genetic Modifications to allies by using your Medbay. You can study and utilize Type A Modifications from the list below. The Modifications are taken from the Metahuman Class.

You must first study the modification you plan to apply- this takes 2 weeks (study can be split up over different times as long as you retain the samples you have created) and $10000 worth of supplies. You may then choose to apply the modification to an ally using your medbay. The process takes one additional week, and consumes the samples and notes you made during the 2 week setup period. At this level you can only modify each character with *one* modification. A modification is permanent, as are the defects.

**Genetically modifying a character requires Gene Five or a synthetic variant.**

Utilizing Pure Gene Five will have no further adverse effects, but utilizing Gene Negative Five will cause the modification to be unstable. Cost is dependant on location, but Pure Gene Five will cost in excess of 10 million dollars as a rule.

#### **Gene Negative Five Defects**

When you modify with Gene Negative Five, you must roll a d10 to see what outcome the modifications will have. Different types of Gene Negative Five will cause Additions or Subtractions from your roll. Some effects will force you to roll on the Defect Table.

## 11th Level

### Advanced Medbay

You have upgraded your medbay over time to suit more advanced projects. You can now use your medbay to fit Mark 0 Augments. Mark 0 Augments are mass-produced cybernetic augments that function identically to normal limbs. The Augments are highly barebones, are extremely obvious and make mechanical noises while in use. A Mark 0 Augment costs $5000 to purchase, or will take an Engineer 3 days and $200 worth of equipment to manufacture themselves.

In addition to this, you can invest an additional $1000 and a Neptunium Battery into your medbay to add a Cryogenic Chamber that will freeze a character placed inside. This can allow for dead bodies to be preserved until they can be revived or Critically Injured characters to be placed in Stasis until they can be healed. Subjects must be frozen within the first few hours of death. The Cryogenic Chamber can be moved around as it functions on an Neptunium Battery power system.

### Will to Live

You can now operate on yourself in the most dire of situations, saving your own life when you're the only one that can. You can attempt to use your Field Surgery ability on yourself as long as you remain conscious. Once again the DC is dependent on the severity of your injuries, and in the case of surgeries that would require an *Unconscious* target, you must make a Wisdom Save with a DC equal to the Surgery DC in order to operate and remain conscious.

## 13th Level

### Doctor's Orders

When you heal an ally you can grant them one of three effects.

* +10ft Movement Speed until the start of your next turn.
* +2 AC until the start of your next turn.
* 2d6 Temporary HP.

## 15th Level

### How I Lost My Medical License

You can break several moral rules and resurrect a corpse that has been dead for six hours maximum. Doing so requires $50000 worth of medical equipment, a Neptunium Battery (which is completely consumed), $10000 worth of Cybernetic Augmentations and a sample of Gene Five or Gene Negative Five. If Gene Negative Five is used, the subject must roll for a Defect. The resurrection process takes one hour to 'revive' the subject and 24 hours to finish surgery.

### Genetic Rehabilitation

You have studied relentlessly into Genetic Modifications and their associated defects, and have discovered a way to remove Genetic Modifications that have been previously applied. Doing so requires one month of therapy and $5000 worth of Cybernetic Augmentations. The Modification is completely removed, along with any Genetic Defects and their effects. The patient can have the same Modification reapplied after if they so wish, but they will require an additional week of preparation.

## 18th Level

### Savior

When you see an ally go unconscious or die within your current movement radius, you can use your reaction to run to them and use a healing item. You gain a bonus to healing equal to damage you take from opportunity attacks. If you are reduced to 0hp, you may still complete your action while making death saving throws. If you die during this time you complete your healing action before dying.

You may do this a total of 3 times per short rest.

## 20th Level

### Genetic Breakthrough

You have designed a perfect system to purify samples of the synthetic Gene Negative Five, allowing you to utilize Gene Negative Five reliably and without any fear of negative Defects. Whenever you roll to determine Genetic Modification Stability, the minimum modifier you can have is a +5 to the d10 roll.

### How I Got My Medical License

You have become a master of medicine, allowing you to drastically reduce the time and money required to perform your duties. The time and finance costs of all of your abilities are halved.

## Stimulants

This is the list of Stimulants the Medic can utilize. While they can all be applied to a character within 5ft of you, **you may also apply them to yourself.**

### Tier 1 Stimulants

Tier 1 Stimulants are the basic Stimulants you can create.

#### **Adrenaline Shot**

Adrenaline shots are the bread and butter of a Medic's arsenal. When you use an Adrenaline Shot, you can choose up to 3 characters within 5ft of you to affect. While under the affects of Adrenaline, they may add 1d4 to all Attack Rolls and Saving Throws for the next minute.

If you use a higher Tier Stimulant for this ability, you can affect one additional character for each additional Tier.

#### **Boost Shot**

A Boost Shot does exactly what it says- **Boost**. When you use a boost shot, target a character within 5ft of you to affect. For the next minute, they gain 10ft of Movement Speed and have Advantage on Dexterity Saving Throws.

This ability gains no extra bonus when used with a higher Tier.

#### **Death Stim**

A Death Stim is not a friendly stim. Using a Death Stim requires an Action. On use, you are able to make a Melee Attack Roll against a target within your melee range. On a Hit, you deal 1 Point of **Piercing** Damage and 3d10 **Poison** Damage as you inject a lethal dose of Polonium.

If you use a higher Tier Stimulant for this ability, you may deal an additonal 1d10 **Poison** Damage per additional Tier.

#### **Fear Shot**

A Fear Shot contains a concentrated dose of neurotoxin aimed at causing abject terror in its victim. You can make a melee attack with the Stimulant syringe against a character. On a Hit, they must make a Con Save against your attack DC. On a Failure, they take 2d6 **Poison** Damage and gain the *Frightened* Condition against you and all of your allies for One Minute. On a Success, they only take the Damage. They can repeat the Save at the end of each of their turns.

This ability gains no extra bonus when used with a higher Tier.

#### **Laughter Stim**

A Laughter Stim is a sinister creation that reduces its victims into hideous laughter. You can make a melee attack with the Stimulant syringe against a character. On a Hit, the target takes 1d6 **Poison** Damage and must make a Wisdom Save against your Attack DC. On a Failure, they fall *Prone* and are *Incapacitated* for One Minute. They can repeat the Save only if they take damage before the time is up.

This ability gains no extra bonus when used with a higher Tier.

#### **Stim Shot**

A Stim Shot is a powerful Stim that allows you to keep your allies stable. When you use the Stim Shot against a target within 5ft of you, they gain 1d8 + your Intelligence Modifer Temporary Hit Points.

For each additional Tier you apply to this Stimulant, you grant an additional 1d8 Temporary Hit Points.

### Tier 2 Stimulants

#### **Steroid Shot**

A Steroid Shot allows its target to beef up to incredible levels. You can target a character within 5ft of you, and for the next minute they gain Advantage on Strength Checks and Saves, and deal an additional 1d8 Damage with all Unarmed and Melee attacks. After the shot wears off, you have **Disadvantage on Strength Checks, Saves and Attack Rolls using Strength for the next Minute**.

This ability gains no extra bonus when used with a higher Tier.

#### **Enhancement Stim**

An Enhancement Stim is a powerful boost that can be applied in several different manners. When you use the Enhancement Stim on an ally within 5ft of you, choose a bonus from the list below. The bonus lasts for one hour.

* The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the stim wears off.
* The target has advantage on Strength Checks, and their Carrying Capacity doubles.
* The target has advantage on Dexterity Checks. It also doesn’t take damage from falling 20 feet or less if it isn’t *Incapacitated*.
* The target has advantage on Charisma Checks.
* The target has advantage on Intelligence Checks.
* The target has advantage on Wisdom Checks.

If you use a higher Tier Stimulant for this ability, you can affect one additional character for each additional Tier.

#### **Night Serum**

This Stimulant alters the physical capability of the target's eyes, allowing them to see in the dark. When you use this Stim on an ally within 5ft of you, they gain 60ft of Darkvision for One Hour.

This ability gains no extra bonus when used with a higher Tier.

#### **Paralysis Venom**

Paralysis Venom is a powerful toxin that leaves its victims paralyzed. You can make a melee attack with the Stimulant syringe against a character. On a Hit, they take 1d6 **Poison** Damage and must make a Con Save. On a Failure, they are *Paralyzed* for One Minute. They can repeat the Save at the end of every turn.

This ability gains no extra bonus when used with a higher Tier.

#### **Universal Antidote**

A Universal Antidote allows the Medic to cure all regular poisons. When you use a Universal Antidote, target a character within 5ft of you to affect. They lose all instances of the *Envenomed* Condition, and for 1 hour afterwards they have *Resistance II* to **Poison** Damage and Advantage on Saves against being *Envenomed*.

You may target another ally for each additional Stimulant Tier you use on this ability.

### Tier 3 Stimulants

#### **Control Serum**

Control Serum is a powerful stimulant that leaves the victim in an extremely agreeable state, allowing a psuedo mind control effect. You can make a melee attack with the Stimulant syringe against a character. On a Hit, they must make a Wisdom Save as their mind fights the effects of the drug. If you are in combat with them, they may make the Save with Advantage. On a Failure, they fall into a charmed state where they follow your commands mindlessly as long as the commands are friendly and do not cause them to breach their moral code. Should they take damage or be asked to do something that goes against their morals, they may repeat the Save. On a Success, the stim effect is removed and they know they were drugged. The Control Serum lasts for one hour, after which the effect wears off and they know they were drugged.

You may target another ally for each additional Stimulant Tier you use on this ability.

#### **Undead Serum**

Undead Serum, so-called, places the user into a state of 'living death.' To all outside influence, they appear to be dead. When you use Undead Serum, target a character within 5ft of you to affect. They immediately enter a Death-State in which their Speed is reduced to 0, they are *Blinded* and *Deafened,* they gain *Resistance II* to all damage and any instances of *Bleeding* or *Envenomed* are suspended while active. The effect lasts for one hour, after which the affected character wakes up.

You may target another ally for each additional Stimulant Tier you use on this ability.

#### **Energy Dispersant Stim**

Energy Dispersant Stims allow the Medic to help their ally resist energy attacks. When you use an Energy Dispersant Stim, target a character within 5ft of you to affect. They gain *Resistance II* to one of the following damage types. This effect lasts for one hour. The damage types available are:

* **Acid**
* **Cold**
* **Fire**
* **Lightning**
* **Thunder**

You may target another ally for each additional Stimulant Tier you use on this ability.

#### **Counter-Stim**

You load up a syringe with a concoction tailor-made to counter enemy stimulants. You can make a melee attack with the Stimulant syringe against a character. On a Hit, all Tier 3 and lower Stims are removed from the target's system. If any higher Tier stims are present, you must make an Intelligence Check with a DC equal to 14 if the highest Tier stim is Tier 4 or 15 if the highest Tier stim is Tier 5.

If you use a higher Tier stim for this ability, you can immediately counter all stims up to the Tier of stim you used.

### Tier 4 Stimulants

#### **Death Ward**

A Death Ward Stim does just that- stops death. When you use a Death Ward Stim, target a character within 5ft of you to affect. For the next hour, the first time they drop to 0 Hit Points they are instead only dropped to 1. If they would be killed outright by the damage, they are reduced to 0 Hit Points but are not killed immediately.

You may target another ally for each additional Stimulant Tier you use on this ability.

#### **Superskin Serum**

Superskin Serum hardens the target's skin immensely, allowing them to shrug off bullets. When you use a Superskin Serum, target a character within 5ft of you to affect. For the next hour, they have *Resistance II* to **Bludgeoning**, **Piercing** and **Slashing** Damage.

You may target another ally for each additional Stimulant Tier you use on this ability.

#### **Flash Healing Stim**

A Flash Heal Stim is the ultimate in battlefield aid. Just one hit from this stim can close wounds that would be lethal. When you use the Flash Healing Stim against a target within 5ft of you, they immediately regain 60 Hit Points. This stim ends any of the following effects on the target: *Blinded, Deafened or Muted.* It also cures any diseases they are suffering from, even ones created by the *Plague Stim*.

### Tier 5 Stimulants

#### **Plague**

You attack your enemy with a syringe containing a small amount of a killer virus. You can make a melee attack with the Stimulant syringe against a character. On a Hit, the target is immediately *Envenomed*. They must then make a Con Save against your Attack DC. They must continue to make this save at the start of each of their turns. If they Succeed three times, they are no longer *Envenomed*. If they Fail three times, they are no longer *Envenomed* and they gain an effect of your choosing from the list below:

* Pain grips their mind, and their eyes turn milky white. The target has Disadvantage on Wisdom Checks and Wisdom Saves and is *Blinded*.
* A raging fever sweeps through the target's body. The target has Disadvantage on Strength Checks, Strength Saves, and attack rolls that use Strength.
* The target’s flesh decays. The target has Disadvantage on Charisma Checks and *Vulnerability II* to all damage excluding **Magnetic** if they are *Immune* to it.
* The target is overcome with shaking. The target has Disadvantage on Dexterity Checks, Dexterity Saves, and attack rolls that use Dexterity.
* The target's mind becomes foggy and clouded. The target has Disadvantage on Intelligence Checks and Intelligence Saves and is unable to perform any action in combat that isn't the Attack Action.
* The target begins to bleed uncontrollably. The target has Disadvantage on Constitution Checks and Constitution Saves. In addition, whenever the target takes damage, it is *Stunned* until the end of its next turn. They are also unable to remove any levels of *Bleed* they gain.

The effect is a disease, and lasts in the target for up to **seven days** unless it is cured. It can be cured by a Medic using a Universal Antidote or Flash Healing Stim also.

#### **Regeneration Stim**

If the Flash Healing Stim is the ultimate *combat* healing, the Regen Stim is the ultimate in standard healing. When you use this stim on a target within 5ft, they immediately regain 4d8 + 15 Hit Points. If the target is able, they then exhibit an effect similar to Metahuman Regeneration condensed into a 1 hour period. This allows them to regrow missing body parts, with the only caveat that they cannot be body parts severed by **Fire** or **Plasma** Damage as the wounds from that will distort the stump and disallow proper regrowth.

This stim has a material cost of $100,000 as it requires Gene Five and other highly specialized chemicals which are all consumed upon usage.