Field Medic

The Medic brings medical care to the patient, wherever the patient happens to be. On the field of battle, at a disaster area, or in the wilderness far from the nearest hospital, the Medic treats injuries and diseases, tends wounds, and even performs complicated surgery to save lives and ease suffering.

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.

* **Hit Dice:** 1d8 per dedicated hero level

* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons
* **Saving Throws:** Wisdom and one of Charisma, Intelligence, or Strength.
* **Skills:** Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, and Survival

## EMPATHY

You add half your proficiency bonus to any Wisdom or Charisma ability check you make that doesn’t already use your proficiency bonus.

## HELPFUL

You can use the Help action as a reaction or as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

## ADVANCED FIELD MEDIC

You gain features at 2nd level and again at 6th, 10th, 14th, and 18th level. *[See: Advanced Field Medic]*

## CAREGIVER

Starting at 3rd level, you can help revitalize your allies over the course of a short rest. If you or any friendly creatures spend hit dice over the course of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 7th level, 1d10 at 13th level, and 1d12 at 17th level.

## DANGER SENSE

At 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

## ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.

## EXTRA ATTACK

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## INTUITION

Starting at 5th level, you have a special insight into dangerous situations. When you use this ability make a Wisdom check. On results of 20 or above, ask the Game Master three questions from the following list. On results of 10 or above, ask the Game Master two questions from the following list. On results below 10, ask the Game Master one question from the following list.

* What happened here recently?
* What is about to happen?
* What here is useful or valuable to me?
* Who’s really in control here?
* What here is not what it appears to be?
* What is the most dangerous thing in this situation?
* What’s my best way in?
* What’s my best way out?
* Are there any dangers I haven’t noticed?
* What’s the biggest threat?

With the Game Master’s permission, you can ask a question that is not on the list, as long as it is along similar lines. The Game Master can qualify their answer in any way they like, but must provide as honest an answer as possible.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## TEAMWORK

Your skills can really make your allies shine. At 7th level, when you use the Help action, you can choose one ally within 60 feet of you that is allied with you. That creature may make one weapon attack with its reaction, provided that it can see or hear you.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

## EXPERTISE

At 9th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

## RAPPORT

Beginning at 9th level, your connection with others allows you to better aid them. When you use the help action, the creature you aid also adds your Wisdom modifier to their next ability check or attack roll.

## AWARENESS

At 11th level, your perception of the world around you is almost supernatural. You have advantage on initiative rolls and cannot be surprised

## COOL UNDER PRESSURE

Beginning at 13th level, nothing can shake your confidence in a task in which you are skilled. Whenever you make an ability check that lets you add your proficiency bonus, you can use an action, bonus action, or reaction to treat a d20 roll of 9 or lower as a 10.

## UNSHAKEABLE

At 15th level, you have advantage on saving throws against being charmed or frightened.

## IMPROVED TEAMWORK

You excel at getting people to work together as a unit. Beginning at 16th level, when you use you Teamwork feature, you can choose two allies within 60 feet of you rather than one.

Additionally, as a bonus action, select up to five allies within 60 feet of you who can see or hear you. They can use their reactions to immediately take actions. Once you use this ability, you cannot use it again until you complete a long rest.

## SUPERIOR INTUITION

At 20th level, you have advantage on any Wisdom checks when using your Intuition feature.

Additionally, your Danger Sense feature applies even when you are blinded or deafened, and you gain blindsight to a range of 30 feet. If you already have blindsight, increase its range by 30 feet.