Medic
Any number of healthcare-facing scientists might be called medics, including high-tech field doctors, medical researchers, and directors of medicine and personnel health. Most medics are oathbound to preserve life and uphold quality of life to the best of their ability. Invariably, the medic’s field of deployment, cultural upbringing, and species impact how they interpret and fulfill this oath. Then there are medics who misinterpret or renege their oath, whose hatred for life or love of power drive them to commit unspeakable atrocities in the name of “research” and “progress.” As voidrunners, medics are known for their efficient use of medical supplies and their ability to promote both survival and long-term health, even on alien worlds.
Medical Training
At 1st level, your medical training helps you save lives and promote health. You gain proficiency with the Medicine skill, and you gain an expertise die on Medicine checks. For you, expertise dice on Medicine checks can be upgraded from d8 to d12, exceeding the usual limit on expertise dice.
Also, whenever you stabilize a creature, and whenever you use an item to remove poison, disease, or ongoing damage from a creature, that creature regains hit points equal to your proficiency modifier.
Tools of Science
Additionally at 1st level you gain a medical pouch which is your tool of science.
Emergency Medic
At 1st level you can use a medical pouch (See Chapter 3: Equipment) to spend an action to restore hit points to a creature within reach. You have a number of uses of this feature equal to your proficiency modifier, regaining any spent uses when you complete a long rest. When you use this feature on a humanoid or beast within reach as an action, the creature regains 2d6 hit points.
At 6th level, the creature regains 4d6 hit points, at 12th level it regains 6d6 hit points, and at 18th level it regains 8d6 hit points.
Analytical Attack
Also at 1st level you can use an action to make an attack against a creature with the humanoid type. The attack is made as normal with a a weapon which you are wielding, but does no damage. The target must make a Constitution saving throw against your maneuver DC or gain your choice of the blinded, deafened, or slowed condition until the end of its next turn.
Alternatively, you can choose to inflict the charmed, confused, or restrained condition, but the target makes its saving throw with advantage.
Fortify Ally
At 2nd level, you are able to use your medical pouch to prepare yourself or an ally against potential environmental harm. Spend one action to inject yourself or a humanoid or beast within reach. You can use this feature a number times equal to your proficiency bonus and you regain all spent uses whenever you finish a long rest.
A creature who benefits from this fortification has advantage on saving throws made to resist poison, disease, and radiation for the next hour.
Designated Patients
At 6th level, your long-term care of your closest allies keeps their health and energy high. When you take a long rest, choose up to 6 non-hostile creatures you meet during this rest to be your designated patients. A chosen creature remains your designated patient until it completes two long rests. Your designated patients each gain an expertise die on saving throws made to resist disease, fatigue, and strife.
For each month a creature remains one of your designated patients, they receive one of the following benefits:
- The creature is cured of one short-term mental stress effect.
- The creature’s long-term mental stress effect is suppressed as long as it remains a designated patient.
- The creature regains a number of lost ability score points equal to your proficiency modifier.
- The creature regenerates a lost limb or organ.
Medical Requisition
At 10th level, you are able to secure high-end medical equipment at a reduced price, such as convincing vendors to sell at cost, supplying through unregulated channels, or leveraging your reputation. You buy medical equipment (drugs, injury treatments, etc.) at a 50% discount. Equipment you buy in this way is not eligible for resale on regulated markets.
Regenerative Nanites
At 14th level, you’ve developed or obtained a swarm of high end experimental medical nanites. Once between long rests, you can direct the nanites to a creature within reach, a process that takes 1 minute. The target immediately regains 4d8 + 15 hit points and regains 1 hit point at the start of each of its turns (10 hit points per minute) for 1 hour. If the target is missing any body parts, they are restored after 2 minutes and any severed body part can be instantly reattached. This does not allow a creature to attach a severed body part from another creature.