Medic

Class Features:
As a Medic you gain the following class features.

Hit Dice: 1d6 per Medic Level

Hit Points at 1st level: 6 + Con Modifier

Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Medic level after 1st

Proficiencies:
Armor: None

Weapons: Handguns

Tools: Doctors Kit

Saving Throws: Constitution and Intelligence

Skills: Choose two from First Aid, Survival, Insight, Investigation, Persuasion, and Perception.

Equipment:
You start with the following equipment, in addition to the equipment granted by your background:


 * (a) A Shotgun and 20 Bullets or (b) Two hanguns with 20 bullets each
 * (a) A Machete or (b) Two Knives
 * (a) Four Canned Food and a Bottle of Water or (b) Four Bottles of Water
 * (a) A First Aid kit or (b) A Doctors Kit
 * A pair of scrubs and a Medical Mask

Medical Training
You are extremely experienced in the Medical field. At 1st level, you gain advantage on all ability checks that have to do with First Aid.

Medical Points
At 1st level, you gain a pool of Medical points equal to 1d6 + your Wisdom Modifier. This increases 1d6 every 4 levels. Consult the class table for more information on how many Medical Points you get each level. All medical points are restored after a long rest. Medical Points have many uses. The most common use is to use them to retry an ability score that has to do with First Aid. You can do this a number of times equal to twice your Medic level and you have to use the reroll. This recharges after a long rest.

Curing/Disabling
At 1st level, you can cure any condition another player has. The following are exceptions: Charmed, Grappled, Incapacitated, Prone, Restrained, Stunned, Unconscious, and Bitten. This costs  Medical points equal to your Medic level + your intelligence modifier.

Medical School
At 3rd level, you choose a Medical School. Choose between the School of Mental Health, the School of Physical Health, the School of Self Improvement, the School of Emotional Health, and the School of Sociological Health. Your choice grants you features at level 3 and again at level 6, 10 and 14.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Resurrection
When you reach 5th level, you can perform Cpr (Cardiopulmonary resuscitation) on any ally that drops to 0 hp. You cannot perform Cpr if the player has been dead for over an hour. You can choose to either do mouth-to-mouth or chest compression. The DC for mouth-to-mouth is 15 and the DC for chest compression is 10.

Will Power
Starting at 10th level, your willpower seemingly knows no bounds. When you drop to 0 hp but are stable you gain advantage on 1 death saving throw. This increases to 2 at 15th level and 3 at 20th level.

Full Heal
At 20th level, as an action, you can fully heal a creature within touch range; all of their hit points are restored and they gain the benefits of a short rest. You cannot use this ability again until you pay 25 medical points or complete a long rest.

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