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Medic

The unsung hero, the rock that always has your back   This class has only 7 levels. It's meant to be multiclassed into, with requirements wis 13
hit dice: d8
hit points at 1st level: 8+ Con mod
hit points at higher levels: d8 + con mod
armor proficiencies: -
weapon proficiencies: -
tools: First aid kit, herb kit
saving throws: Wisdom or Int, Charisma
skills: Medicine, and two from: animal handling, deception, insight, intimidation, investigation, nature, perception, performance, persuasion
starting equipment:
Leather or cloth armor
Medicine kit (includes some sort of alcohol, bandages, razor sharp knife, surgeon's utensils, )
A large wooden shield or a herbal kit
A fully functional knife
20 gp and 10 ration of food or a shortbow with 20 arrows and a sleeping bag
spellcasting:
Chose intelligence or wisdom as your medicine score. Note that I have swapped Arcana for anatomy (int), and religion for technology(int).
class features:
War-med: At level 1, As an action you may start treating a wounded ally mid battle. Patients speed reduces to 0 while healing him. For each turn you pass treating, the patient acquires (patients con mod)*(medicine mod) temporary hitpoints, with a limit of half hpmax hitpoints given per pc per battle. All temporary hitpoints will be lost after fighting. Also, the patient shall start losing (10-patients con mod) hitpoints after (war-med's prof. b.) turns, until the patients loses all the temp hp. You may not use a first aid kit if the dm says it makes sense   Certain hands: At level 1, People feel better when they feel your touch. As an action, with a charisma roll dc (20-medic level) you can insta-calm any friendly or neutral creature, and stabilize them if unconscious. You are profficient in those rolls   Certain hands II: At level 5 You can now do that with a bonus action   Goodwill Power: At level 4, attacks against you while healing patients have no advantage   Peacemaker: At level 6, Advantage on every roll that seeks to avoid conflict
subclass options:
levelFeature
1Certain hands, Warmedic
2Proficiency bonus +1,
3Ability score improvements
4Goodwill Power
5Certain hands II
6Peacemaker
7Proficiency Bonus +1, ability scores improvement

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