Medical
Medical
KNACK: Medical
When you choose this archetype at 1st level, you gain the ability to heal a creature with a touch. As an action, you utilize spare supplies in your tool kits that you always keep on hand on an adjacent ally, use your knack to heal a creature equal to the amount rolled. You may also use a Knack Die when making a Medicine check adding the number rolled to the check. Your knack die increases as you take more levels in this class, as listed in the Knack column of the Specialist Table.
Medical Training
Also at 1st level, you can use either Wisdom or Intelligence modifier for Medicine and Medical Kits or any other checks releated to Medicine. Additionally, you gain proficiency in Medicine.
Treat Injury:
Starting at 3rd level, you gain the ability to keep a badly wounded friend from dying, to heal the injured, or to treat a diseased or poisoned character. You gain the following benefits:
- First Aid (requires a medpac): As an action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Medicine check, the creature regains a number of hit points equal to your character level, +1 for every point by which your check result exceeds the DC. The tended creature cannot benefit from additional first aid for 24 hours. You can administer first aid on yourself, but its disadvantage on your medicine check.
- Perform Surgery (requires a medical kit): You can perform surgery to heal damage to a wounded creature, remove a persistent condition, or install a cybernetic prosthesis or implant. Any of these operations requires 1 hour of uninterrupted work, at the end of which time you must make a Medicine check. If you fail your check, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your check by 5 or more, the creature takes damage equal to its Constitution Modifier (minimum 1 for every 5 you fail by). If this damage reduces the creature to 0 hit points, it gets one failed death save and begins dieing.
- Heal Damage: You can make a DC 20 Medicine check to perform surgery on a wounded creature, healing an amount of damage equal to the creature's Constitution bonus (minimum 1) x the creature's level. If you fail the check, the creature instead takes damage equal tot twice its Constitution Modifier (minimum of 1). If the creature was already at 0 hit points, It gets one failed death save and begins dieing. You can perform surgery on yourself to heal damage, but you get disadvantage on your check. Performing surgery to heal damage also removes any persistent conditions afflicting the target.
- Treat Disease (requires a medical kit): Treating a diseased character requires 8 hours. At the end of that time, make a Medicine check against the disease's DC (CL1: 15, CL2: 20, CL3: 25, CL4 30)
). If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat up to six creatures simultaneously.
- Treat Poison (requires a medical kit): As an action, you can treat a poisoned character. Make a Medicine check; if the result equals or exceeds the poison's DC, (CL1: 15, CL2: 20, CL3: 25, CL4 30), you successfully detoxify the poison in the character's system and the patient no longer suffers any ill effects (including persistent conditions caused by the poison).
- Treat Radiation (requires a medical kit): Treating an irradiated character requires 8 hours. At the end of that time, make a Medicine check against the radiation's DC (CL1: 15, CL2: 20, CL3: 25, CL4 30)
. If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the radiation). You can treat up to six creatures simultaneously.
LONG-TERM CARE:
Starting at 9th level, you get used to busy night shifts in the medical bay. You only need 4 hours of sleep to benefit from the effects of a long rest. You can use the remainder of the long rest to tend to your allies. When do so, each ally you treat is healed once by your Knack talent, without needing to actually expend a use of it.
INNOCULATION:
At 13th level, you become immune to the effects of poison and disease, and have immunity to poison damage. Furthermore, if an ally is currently being affected by a poison or disease, they are cured of the condition when healed by your Knack. You also have advantage on ability saves against environmental hazards, such as smoke or gas.
BRING THEM BACK:
Starting at 17th level, you can revitalize fallen allies. When you use your Knack on a creature that has died anytime within a number of minutes equal to five times your Intelligence modifier, they are brought back to life at 1 hit point. The revived creature does not benefit from any other healing from the use of the Knack, but can be healed normally with subsequent uses thereafter. Any conditions affecting the creature are removed.