Medic
"Damn it, Finneas, I'm a doctor, not an airship pilot!All ships need healers, and not just those that participate in combat. The ship’s medic also keeps illnesses from spreading on the ship and ensures that the ship is sanitary. Medics benefit from high Intelligence or Wisdom scores, as well as proficiency with herbalism kits and the Medicine Skill. Of course, access to magical healing is a huge boon as well.
Role Proficiency: The medic can add its proficiency bonus to skill checks made to determine illnesses and other ailments and ensure that the ship’s quarters and cargo are safe and sanitary. If the medic is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.
Character Level | Role Feature |
---|---|
1st | Combat Medic, Treatment |
5th | Poison Care, Safety First |
11th | Dedicated Care, Healing Instructions |
17th | Advanced Care, Endure |
Treatment: Additionally at tier 1, you can spend your short rest treating your allies' wounds. So long as you don't perform any other activities during the short rest, including spending your own hit dice to regain hit points, any friendly creatures that you can see within 30 feet who spend one or more Hit Dice to regain hit points regains an additional 1d4 hit points.
Poison Care: At tier 2, whenever a creature within 5 feet of you becomes poisoned due to a failed Constitution saving throw, you can use your reaction to stymie the poison. The creature can reroll its saving throw. On a successful saving throw, the creature isn't poisoned. Once you use this role feature, you can't use it again for 24 hours.
Safety First: Also at tier 2, you can cast purify food and drink. Wisdom is your spellcasting ability for this spell. Once you use this role feature to cast this spell, you can't do so again for 7 days.
Dedicated Care: Starting at tier 3, you can spend 1 minute to treat a creature that you can see within 5 feet of you. At the end of the hour, make a DC 15 Wisdom (Medicine) check. On a successful check, you can end one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Regardless of the outcome, once you use this role feature, you can't use it again for 7 days.
Healing Instructions: At tier 3, whenever a creature within 30 feet of you that can hear you rolls a 1 or 2 on a die rolled to regain hit points via a spell (such as cure wounds) or potion (such as a potion of healing), that creature can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Advanced Care: Beginning at tier 4, when you use your dedicated care feature, you can choose one of the following benefits in place of the advanced care's normal benefits: You can reduce a target's exhaustion level by one. You can end any reduction to one of the target's ability scores. You can end one effect by reducing the target's hit point maximum.
Endure: Also at tier 4, whenever a friendly creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to have the creature's hit points drop to 1 instead. Once you use this feature, you can't use it again for 24 hours.
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