Bone Setter

> *Finish last in your league and they call you idiot. Finish last in medical school and they call you doctor. - Abe Lemons*
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Hospital row has been busier than usual tonight, something about homicides going up in the summer. You've been administering as much life-saving measures as you can, but the Auto-Doc is currently full and this poor sap has a 10mm slug lodged in his skull. You've been going at it for 15 minutes before a nurse pulls you off him, he stopped breathing minutes ago. You readjust and focus on the patient getting wheeled in, the life just lost already slipping out of your memory.

You've just cracked the third beer of the night, mindlessly flipping through the channels when four of Rossi's goons burst through your apartment door, one of them bleeding out of his chest. You don't get the full story and you never will, something about the Triad and a robbery gone wrong. You grab a tackle box full of medical supplies and direct them towards a pool table in the back. You finish your beer and assess the wound, shotgun wound, close range, poor guy's going into shock. The best you can do is make sure that his last moments on this realm are peaceful. You slip him a shot of Nekro as the life leaves his eyes. You rifle through his pockets and walk into the next room, explaining that you're still expecting half pay; three quarters if they want you to dump the body.

The future of medicine is here, but a steak knife and an office stapler will still get the job done.

## The Bone Setter

### Learned Traveler

By 10th level, you have experienced many challenges in your travels and you have learned much from them. You may choose one skill to gain proficiency in, if you already have proficiency in it, you can double your proficiency bonus.

### Night Shift

You have to be fast and always ready. That means you thrive off little food and sleep. Starting 11th level, your daily food requirement is halved and you are completely aware of your surroundings when you sleep. Additionally, you may conduct a small, light nap for 10 minutes. At the end of this nap, you are considered to have completed a short rest. You must finish a long rest to use this feature again.

### Medic Knowledge

Starting 15th level, your expertise allows you immaculate control even under pressure, whether its stabilizing a patient, identifying a poison or assessing a wound. You have advantage in all Wisdom (Medicine) checks.

### Adrenal Rush

In the heat of battle, it can be overwhelming trying to keep everyone alive and in fighting shape. At **15th level**, you have gained control over this heightened state and are able to better utilize it to your advantage.

As a *pacifist*, moving towards a fallen creature doubles your movement speed and you gain +1 AC for 1 minute. You also gain advantage in Athletics check when moving an unconscious creature to safety.

As an *oath-breaker*, you gain advantage on your attack rolls, and receive temporary Hit Points equal to your class levels for 1 minute. Whenever you disengage during this period, you gain +2 AC for those attack rolls only.

You regain use of this feature after you finish a long rest.

## The Combat Medic

### Quick Patch

At the **3rd level**, you may use an action to perform an act of healing. This is the **Quick Patch** in which you apply a bandage to any living target within touch range and heal by **1d4 + your intelligence Modifier + class level**. This increases to **1d6** at **5th**, **1d8** at **11th**, and **1d10** at **17th**. You may only use this feature a number of times as shown on the class table, and regain all uses upon completing a long rest.

### Quick Step

At 2nd level, you have learned to always be quick in getting to the frontlines to help others in need. Your base movement speed increases by 5 feet.

### Unnatural Stamina

By 3rd level, you are accustomed to long fights, as a bonus action, you can gain temporary hit point equal to double your battle medic level that last for a minute. You regain use of this feature after you finish a short or long rest.

### Battle Cry

By 7th level, you can inspire those around you to take up arms. As an action, you can call out to all allied creatures within 120ft, making them deal addition damage on all attacks and spells equal to your Wisdom modifier(minimum one) until the start of your next turn. You regain use of this feature after you finish a short or long rest.

### Skilled Patchwork

By **14th level**, you have been well-practiced in patching up people on the field. Your Quick Patch now adds another die in healing.

### Disarming Strike

Obstacles will pop up in your way, no doubt, when it comes to healing. Being on a tight clock, you need fast solutions to get around, whether its jumping over or using a highly advanced stunning technique based on your medical knowledge. Starting 18th level, when a creature moves within 5 feet of you, you may use a reaction and make a special unarmed strike at them. On a hit, you struck their nerve points and render them stunned until the end of their next turn. You can use this feature a number of times equal to your Intelligence modifier, regaining use upon finishing a long rest. Constructs and oozes are immune to this effect.

## The Stretcher Bearer

### Vaccinate

You are knowledgeable of illnesses and toxins, and work to bolster the immunity of others. As part of a short rest, you may spend 3 gp and craft three ampules of vaccines. As an action, you may administer these ampules to another creature within 5 feet of you. For 1 hour, they have advantage in saving throws against diseases and being poisoned. If they are poisoned, the poison is neutralized. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

### Noncombatant

Your job is only to heal. Combat spells bad news for you, so you need to avoid it and get away. Starting 6th level, you can Disengage as a bonus action. If you do, you gain an additional 10 feet of movement until the end of your turn.

### Proper Surgery

Beginning at **6th level**, you have learned how to patch people up from the inside. You may perform surgery to examine a body, noting recent damage and any diseases or infections in their system. Upon succeeding a **Medicine Check** with **DC 10**, you may also heal the creature by **1d6 + Intelligence mod + Charisma mod** of hit points. At **6th**, your healing increases to **2d6 + Intelligence mod + Charisma mod**. At **14th**, it turns to **4d8 + Intelligence mod + Charisma mod**. At **18th**, it turns to **6d10 + Intelligence mod + Charisma mod**. Surgery takes approximately 1 hour. If this was done during a short rest, the creature still gains the benefits from its hit die. The benefits from *Eyes on Me* have already been included in the healing amount.

### Patient Patience

At **7th level**, upon a target becoming gravely wounded (their character level or less), you may call out to them as a reaction (range 120 feet) to grant temporary Hit Points equal to your class levels that last for 30 seconds (5 rounds). If you do not reach or otherwise heal your target by the time this effect wears off, they take all the damage absorbed by those temporary Hit Points at once. If this would bring them below 0 Hit Points, they automatically fail one death saving throw.

### Quick Assessment

At **6th level**, you have learned how to quickly study your targets before taking action, whether in helping or harming. You may use an action to focus on a target, granting you an additional **1d4** plus to either an attack roll or healing ability on said target your next turn. This increases to **1d8** at **14th** and **1d10** at **18th**.

### Empowering Heal

Saving others empowers you in turn. Starting 6th level, when you successfully stabilize a dying creature with a Wisdom (Medicine) check, you can make an additional action on your turn. Additionally, your movement speed increases by 10 feet, and your Armor Class has a +1 bonus until the end of your next turn.

### Bedside Manner

Starting 10th level, your goodwill reflects from your experience and knowledge, allowing you to reassure others better like a doctor. You can add your Wisdom or Intelligence modifier to any Charisma saving throw or ability check you make.

### Miracle Worker

Starting 20th level, if you roll a 20 on a Wisdom (Medicine) check to stabilize a dying creature, the target automatically wakes up with their hit points fully restored.