Primary Ability | Intelligence |
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Hit Point Die | 1d6 |
Saving Throw Proficiencies | Constitution & Intelligence |
Skill Proficiencies | Choose two from Biology, History, Investigation, Medicine, Focus, Perception, Sleight of Hanf |
Weapon Proficiencies | Simple |
Tool Proficiencies | Healers Kit |
Armor Training | Light |
Starting Equipment |
Level | Proficiency Bonus | Class Features |
---|---|---|
1 | +2 | Medical Training, First Aid, Genomics |
2 | +2 | Synthesiser |
3 | +2 | Subclass |
4 | +2 | Ability Score Improvement |
5 | +3 | Expert Physician |
6 | +3 | Genomics, Forensics |
7 | +3 | Subclass Feature |
8 | +3 | Ability Score Improvement |
9 | +4 | Stem Cell Manufacturing |
10 | +4 | Combat Medic |
11 | +4 | Subclass Feature |
12 | +4 | Ability Score Improvement |
13 | +5 | Genomics, Resuscitate |
14 | +5 | Doctors Orders |
15 | +5 | Subclass Feature |
16 | +5 | Ability Score Improvement |
17 | +6 | Adrenaline Shot |
18 | +6 | Subclass Feature |
19 | +6 | Ability Score Improvement |
20 | +6 | Experimental Procedure |
Medical Training
At first level you may use your Intelligence instead of Wisdom for Medicine check
First Aid
At first level you can apply basic first aid to a creature you can touch. As an action you restore 1d8 hit points to the target. This increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ) and 17th level ( 4d8 ). You can use this feature a number of times equal to your Intelligence modifier. you regain any expended uses when you finish a short or long rest.
Genomics
Your passion for genetic engineering has lead you to search for a deeper understanding of life itself. through extracting and analysing DNA you have learned how to incorporate the various traits of alien races and creatures to improve your own biology.
At first level you may take one trait from the Genome Table, you may repeat this process at 6th and 13th
Creature Name | Effect |
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Synthesiser
At 2nd level you gain the ability to create your own elixirs from the table below, Each Serum takes 1 hour to synthesise.
Name | Level Requirement | Effect |
---|---|---|
Basic Healing Serum | 2 | Heals 4d4 + 4 |
Antibiotic | 2 | Allows a creature to reroll a saving throw for a disease they have acquired in the last 24 hours |
Antivenom | 2 | Allows a creature to reroll a saving throw for a poison they have acquired in the last 8 hours |
Advanced Healing Serum | 7 | Heals 8d4 + 8 |
Painkillers | 7 | Painkillers render a creature resistant to the effects of pain, allowing them to spend and roll a number of hit dice up to their constitution modifier(minimum of 1) to increase their temporary hit points by the amount rolled for a period of up to an hour. A character cannot benefit from this effect again until they have taken a short or long rest. |
Rad Away | 7 | this medicine fights radiation sickness by flushing radiation from the body. A character who is administered a dose can spend a hit die to restore maximum HP reduced by radiation damage by an amount equal to the die rolled plus their constitution bonus. A character cannot benefit from another dose of Rad Away until after a long rest. |
Cutting Edge Healing Serum | 14 | Heals 10d4 + 20 |
Steroids | 14 | Administering a dose is a bonus action that grants a creature on strength ability checks relating to carrying or pushing. This dose also allows a creature to ignore the Impact trait to weapons for up to one minute |
Stimulant | 14 | Administering a dose is a bonus action that sets a character’s initiative to 20 + dex bonus for the duration of the current encounter and grants advantage on all perception and investigation ability checks and initiative checks made for the next hour. Additionally a character who uses stimulants removes all their current levels of exhaustion for one hour, at the end of which they gain a level of exhaustion for each one removed, plus an additional one. |
Expert Physician
At 5th level you can now add your intelligence modifier to the result of any healing you perform
Blood Testing
at 6th level you may use an action to discern the weaknesses and resistances of a creature within 30ft you can see, you may use this ability a number of times equal to your proficiency bonus.
Stem Cell Manufacturing
At 9th level your studies of genomics has led to a greater understanding of specific creatures recovery potential. You can spend 1 day studying the genetic material of one creature to synthesise artificial stem cells. this allows you to add double your proficiency bonus to any healing you do to a creature of the corresponding species.
Combat Medic
You may now user your first aid as a bonus action
Resuscitate
At 13th level you have developed your own defibrillation glove, as an action you can expend one of its two charges and touch a creature that has died within the last minute, the creature then may repeat its death saving throws, you may be able to stabilize the creature in this time. these gloves will recharge after a long rest
Doctors Orders
At 14th level your research into the dynamics of physical movement have allowed you to find openings in their movement. As a reaction you may allow another creature to reroll a failed attack (they must keep the new result). you may use this ability a number of times equal to your proficiency bonus
Adrenaline shot
At 17th level you have developed a unique delivery method to enhance a creatures physical output, the Adrenaline Shot takes 8 hours to create and due to its instability you may only make one dose at a time.
As an action you may administer the dose to a creature you can touch, for the next minute the targets speed is doubled, it gains +2 AC, It has advantage of Dexterity saving throws and gains an additional action on each of its turns, a creature affected by this ability make not receive these benefits again until it completes a long rest
Experimental Procedure
At 20th level you have discovered that maybe your own mind can improve upon the genetics of evolution. Choose either: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma, Make a DC25 Medicine check, on a successful check the creature gains a permanent +1 to that ability score, a creature cannot be effected by this ability more than 3 times. Regardless of success or failure the procedure takes 8 hours to complete and the target gains 5 points of exhaustion.