Medic Her hair whips across her face as she dashes around the battlefield, dodging arrows. She almost slips on the thick coating of blood on the ground, but manages to catch herself just as she reaches a fallen soldier. She reaches into her bag and pulls out a syringe full of thick red liquid, a conconction she prepared herself. She slips the needle under the soldier's skin, shoves the plunger down, and removes the needle just as the soldier opens his eyes and gasps. As she stands up, she hears footsteps running towards her. She turns, her modified hand crossbow at the ready, and fires at the charging enemy. A small vial filled with a faintly glowing green liquid streaks across the distance between them and embeds itself into the enemy's arm. The enemy let's out a brief laugh before resuming his charge, only to stop two steps later, paralyzed. The medic pulls a scalpel from her bag, and approaches her frozen foe to finish the job. Medics use a combination of intellect, science, stealth, and luck to treat their patients and to fell their enemies. Though some may try to avoid combat at all costs, others recognize the edge their forumlas can give them in battle and prepare their medical equipment to double as long or short ranged weapons. Steady and Disciplined While medics may devote themselves to different causes, the one thing that unites them is their love of study. Some may turn to human experimentation to reach further than any have before, while others are content with gathering field research. Some might seek out great monsters to study the effects of different formulas, while others may simply adventure to fund their research. Regardless of the reason, medics pursue their craft with an almost single-minded determination and ferocity that can make even a raging barbarian think twice before getting in their way. Borne of Necessity The medic takes on a role in combat that puts them in direct danger; they have to run around the battlefield, throwing strategy out of the window, in order to reach those that need their help. Tired of being defenseless on the battlefield, most medics have retrofitted some of their gear to function as weaponry. Whether it be modified hand crossbows loaded with various offensive formulas, or scalpels meant for getting in close, medics can reverse engineer their knowledge of how to heal in order to hurt. Some even dedicate themselves to one side of the spectrum or the other; some employ their knowledge and work as assassins, while others do their best to never take a life. Others find a balance, recognizing that their line of work is bloody, regardless of what they do. However you play your medic, you're sure to be faced with difficult choices about how to handle a siutation.

The Medic Level Proficiency Bonus Features Formula Efficacy Modifier 1st +2 Basic Formula Crafting, Expertise +1 2nd +2 Swift Healing +1 3rd +2 Medic Specialization +1 4th +2 Ability Score Improvement, Improved Formula Crafting, Vital Strike +2 5th +3 Situational Awareness +2 6th +3 Rigorous Study +2 7th +3 Evasion +2 8th +3 Ability Score Improvement, Advanced Formula Crafting +3 9th +4 Medic Specialization Feature +3 10th +4 Insomiac +3 11th +4 Extra Attack +4 12th +4 Ability Score Improvement, Potent Formula Crafting +4 13th +5 Medic Specialization Feature +4 14th +5 Improvised Medicine +4 15th +5 Plague Researcher +4 16th +5 Ability Score Improvement, Expert Formula Crafting +5 17th +6 Medic Specialization Feature +5 18th +6 Germaphobe +5 19th +6 Ability Score Improvement +5 20th +6 Master Formula Crafting, Resuscitation +6 Important Note About Formula Crafting In order to successfully craft any of these mixtures, you must succeed on a Medicine check with a DC of 13. This check must be made for each mixture you attempt to craft. You must either own a Herbalism kit to provide the ingredients for your formulas, or buy or find the ingredients in the wild. The ingredients are up to the DM's discretion, though you may also just say "Healing Mixture ingredients" or "Paralysis Mixture ingredients", etc., if you wish to remain non-specific. Due to the volatile nature of your mixtures, they only remain effective until your next long rest. Quick Build You can make a medic quickly by following these steps. First, your highest ability score should be Wisdom. Dexterity should be your next highest. Finally, choose the Hermit background Class Features As a medic, you gain the following class features Hit Points Hit Dice: 1d8 per medic level

1d8 per medic level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per medic level after 1st Proficiencies __ Armor: Light armor

Light armor Weapons: Simple, hand crossbows, rapiers, scalpels

Simple, hand crossbows, rapiers, scalpels Tools: Herbalism kit Saving Throws: Wisdom, Dexterity

Wisdom, Dexterity Skills: Choose three from Acrobatics, Investigation, Medicine, Nature, Persuasion, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:

Choose three from Acrobatics, Investigation, Medicine, Nature, Persuasion, Stealth You start with the following equipment, in addition to the equipment granted by your background: Two scalpels

(a) Syringer (hand crossbow that shoots syringses) (b) Refillable combat syringe

20 syringes

Healer's kit Basic Formula Crafting After years of study, you've learned to create your own medicinal formulas. At 1st level, once per day, you may attempt to make three of the following, in any combination of your choosing:

After years of study, you've learned to create your own medicinal formulas. At 1st level, once per day, you may attempt to make three of the following, in any combination of your choosing: A basic healing mixture that does 1d12 + your Formula Efficacy Modifier of healing.

A basic paralysis mixture, which requires a Constitution saving throw of DC 10 + your Formula Efficacy Modifier from the target. If the target fails, then they are affected by the Paralyzed Condition until the start of their next turn. On a successful save, the mixture has no effect. If a creature is immune to being paralyzed, then this mixture has no effect.

A basic poison, which requires a Constitution saving throw of DC 10 + your Formula Effiacy Modifier from the target. On a failed save, the target takes 1d10 + your Formula Efficacy Modifier of poison damage. On a successful save, the target takes half damage. If a target is immune to poison, then this mixture has no effect. Note: for all levels of Formula Crafting, your poisons have only the injury type, unless otherwise specified by another feature. Expertise At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Swift Hands At 2nd level, you have grown more accustomed to working on the field of battle. You may administer any of your mixtures to a willing creature that is within 5ft of you as a bonus action. Medic Specialization At 3rd level, you choose your Medic Specialization. You may choose from: Poisoner, Field Medic, and Experimenter, all detailed at the end of the class description. Your specialization grants you features at 3rd level and then again at 9th, 13th, and 17th level. Improved Formula Crafting By 4th level, your understanding of the formulas you use has increased. Your Formula Efficacy Modifier increases to +2, and the strength of your mixtures has increased. The increases are as follows: You now craft Improved Healing Mixtures instead of the Basic version. The Improved Healing Mixture does 2d8 + your Formula Efficacy Modifier of healing.

You now craft Improved Paralysis Mixtures insteaof the Bsic version. The Improved Paralysis Mixture requires a Constitution saving throw of DC 10 + your Formula Efficacy Modfier from the target. If the target fails, then they are affected by the Paralyzed Condition until the start of their next turn. On a successful save, the mixture has no effect. If a creature is immune to being paralyzed, then this mixture has no effect.

You now craft Improved Poison instead of the Basic version. The Improved Poison requires a DC 10 + your Formula Effiacy Modifier Constitution saving throw from the target. On a failed save, the target takes 2d10 + your Formula Efficacy Modifier of poison damage. On a successful save, the target takes half damage. If a target is immune to poison, then this mixture has no effect. Vital Strike At 4th level, you may use a bonus action, once per turn while in combat, to make a Medicine check with a DC equal to your target's AC. If you succeed, your next successful attack against that target will do 1d4 bleeding damage in additon to the normal damage from your attack; your target will also take 1d4 bleeding damage at the start of their next turn, and must make a Constitution saving throw with a DC equal to 10 + your Wisdom modifier. If they fail, they will continue to take bleeding damage at the start of their turn, either until they make a successful save or until the target is dead. If you fail your Medicine check, your next successful attack deals normal damage. You may only cause bleeding damage to the same target once per encounter. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 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. Situational Awareness At 5th level, you've dodged around the battlefield enough to know that staying light on your feet is the only way to stay alive. Your AC is increased by +1 while you are wearing light armor. Rigorous Study At 6th level, choose any two skills you are not proficient in, and become proficient in them. Evasion Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Advanced Formula Crafting By 8th level, you've studied the effects of your mixtures enough to make them even better, and your use of your supplies has become more efficient. The DC required to craft your mixtures drops to a DC of 12. You may attempt to make one more mixture per day, bringing your total possible mixtures per day to four, and your mixtures now remain effective until your second long rest after they were crafted. Your Formula Efficacy Modifier increases to +3, and the strength of your mixtures has increased. The increases are as follows: You now craft Advanced Healing Mixtures instead of the Improved version. The Advanced Healing Mixture does 4d6 + your Formula Efficacy Modifier of healing.

You now craft Advanced Paralysis Mixtures instead of the Improved version. The Advanced Paralysis Mixture requires a Constitution saving throw of DC 10 + your Formula Efficacy Modfier from the target. If the target fails, then they are affected by the Paralyzed Condition until the start of their next turn. On a successful save, the mixture has no effect. If a creature is immune to being paralyzed, then this mixture has no effect. Each Advanced (and higher level) Paralysis Mixture now has two uses.

You now craft Advanced Poison instead of the Improved version. The Advanced Poison requires a DC 10 + your Formula Effiacy Modifier Constitution saving throw from the target. On a failed save, the target takes 3d10 + your Formula Efficacy Modifier of poison damage. On a successful save, the target takes half damage. If a target is immune to poison, then this mixture has no effect. Insomniac At 10th level, your long nights of study and conducting research have altered your circadian rhythm. You no longer experience the effects of exhaustion until you reach level 6 of exhausion.

Extra Attack At 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Potent Formula Crafting By 12th level, your mixtures have reached a state of incredible strengh, though their efficiency remains the same. Your Formula Efficacy Modifier increases to +4, and the strength of your mixtures has increased. The increases are as follows: You now craft Potent Healing Mixtures instead of the Advanced version. The Potent Healing Mixture does 5d6 + your Formula Efficacy Modifier of healing.

You now craft Potent Paralysis Mixtures insteaof the Advanced version. The Potent Paralysis Mixture requires a Constitution saving throw of DC 11 + your Formula Efficacy Modfier from the target. If the target fails, then they are affected by the Paralyzed Condition until the start of their next turn. On a successful save, the mixture has no effect. If a creature is immune to being paralyzed, then this mixture has no effect.

You now craft Potent Poison instead of the Advanced version. The Potent Poison requires a DC 11 + your Formula Effiacy Modifier Constitution saving throw from the target. On a failed save, the target takes 4d4 + your Formula Efficacy Modifier of poison damage. On a successful save, the target takes half damage. If a target is immune to poison, then this mixture has no effect. Improvised Medicine At 14th level, you've come to realize you can't always be prepared. Once per day, you may use the raw materials you use in your formulas to imitate the effects of an Advanced Mixture of your choice. Plague Researcher At 15th level, you may spend two days studying a disease and develop a cure for it. Once you develop a cure, add it to a list of Known Cures. You may craft a cure instead of one of your daily mixtures. Each cure has three uses. Expert Formula Crafting By 16th level, you've nearly mastered your craft. The DC required to craft your mixtures drops to 11. You may attempt to make one more mixture per day, bringing your total possible mixtures per day to five, and your mixtures now remain effective until your third long rest after they were crafted. Your Formula Efficacy Modifier increases to +5, and the strength of your mixtures has increased. The increases are as follows:

At 14th level, you've come to realize you can't always be prepared. Once per day, you may use the raw materials you use in your formulas to imitate the effects of an Advanced Mixture of your choice. At 15th level, you may spend two days studying a disease and develop a cure for it. Once you develop a cure, add it to a list of Known Cures. You may craft a cure instead of one of your daily mixtures. Each cure has three uses. By 16th level, you've nearly mastered your craft. The DC required to craft your mixtures drops to 11. You may attempt to make one more mixture per day, bringing your total possible mixtures per day to five, and your mixtures now remain effective until your third long rest after they were crafted. Your Formula Efficacy Modifier increases to +5, and the strength of your mixtures has increased. The increases are as follows: You now craft Expert Healing Mixtures instead of the Potent version. The Expert Healing Mixture does 9d4 + your Formula Efficacy Modifier of healing.

You now craft Expert Paralysis Mixtures instead of the Potent version. The Expert Paralysis Mixture requires a Constitution saving throw of DC 12 + your Formula Efficacy Modfier from the target. If the target fails, then they are affected by the Paralyzed Condition until the start of their next turn. On a successful save, the mixture has no effect. If a creature is immune to being paralyzed, then this mixture has no effect.

You now craft Expert Poison instead of the Potent version. The Expert Poison requires a Constitution saving throw of DC 12 + your Formula Effiacy Modifier from the target. On a failed save, the target takes 4d10 + your Formula Efficacy Modifier of poison damage, and is now considered poisoned and must make a Constitution saving throw on its next turn to end this effect. On a successful save, the target takes half damage. If a target is immune to poison, then this mixture has no effect. Germaphobe By 18th level, you've become exposed to enough diseases that you are now immune to all disease. In addition, you may attempt to craft an additional cure that you know per day. Resuscitation At 20th level, your research has taught you that the heart stopping doesn't mean death is inevitable. You've learned that the brain can survive up to six minutes after the heart has stopped. Once per day, you may resuscitate a creature that has failed its death saving throws, as long as you do so before six minutes have elapsed since its last saving throw. Master Formula Crafting At 20th level, you have mastered your craft. There is no longer a DC required for you to craft your mixtures. Your mixtures now remain effective up to one week, and you may craft up to six mixtures per day. Your Formula Efficacy Modifier increases to +6, and the strength of your mixtures has increased. The increases are as follows: You now craft Master Healing Mixtures instead of the Expert version. The Master Healing Mixture does 5d12 + your Formula Efficacy Modifier of healing.

You now craft Master Paralysis Mixtures instead of the Expert version. The Master Paralysis Mixture requires a Constitution saving throw of DC 14 + your Formula Efficacy Modfier from the target. If the target fails, then they are affected by the Paralyzed Condition until the start of your next turn. On a successful save, the mixture has no effect. If a creature is immune to being paralyzed, then this mixture has no effect.

next turn. On a successful save, the mixture has no effect. If a creature is immune to being paralyzed, then this mixture has no effect. You now craft Master Poison instead of the Expert version. The Master Poison requires a Constitution saving throw of DC 14 + your Formula Effiacy Modifier from the target. On a failed save, the target takes 5d10 + your Formula Efficacy Modifier of poison damage, and is now considered poisoned and must make a Constitution saving throw on its next turn to end this effect. On a successful save, the target takes half damage. If a target is immune to poison, then this mixture has no effect.

Medic Specializations Medics pick up a variety of skils during their research, and they are rarely in concenus about the best way to utilize them. Some medics approach the art of formula crafting as a means to an end, focusing on the possible harmful effects. Others do their best to maximize their helpfulness from the sidelines, studying the various conditions they can inflict with their mixtures through a series of experiments. And still others prefer to maintain the traditional medic role of healing, dedicating themselves to field medicine. Poisoner You, like most medics, prefer to stay out of the direct line of combat, but you figure why have combat at all if it can be avoided? You lurk through the shadows, waiting for your moment to strike and when you do, your target never sees you coming. Utilizing your razor sharp scalpels stealth, and unique poison effects, you are deadly as you are knowledgable. Poison Effects When you take this specialiation at 3rd level, you learn to add different effects to any poison mixtures that you make. Your poisons may now be crafted as all possible types, including: Contact, Injury, Ingested, and Inhaled. You may combine any two of these types for any poison you make at any level of Formula Crafting. You learn additional poison effects at levels 9 and 13. At level 3, you know how to give your poisons the Slow Acting effect. This effect makes your poisons take effect 1d20 + your Formula Efficacy Modifier hours after it is administerd. You also become proficent with the Poisoner's kit, which allows you to add your proficiency bonus when crafting your poison mixtures. Sneak Attack As a 3rd level poisoner, you excel at getting the drop on your enemies. Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Poison Effects At 9th level, you learn how to make your poisons more volatile. Instead of your regular poison, you make a poison with the Volatile effect. Your DC for crafting a Volatile poison is 15, and it requires a successful Medicine check to craft. On a successful check, your poison gains the Volatile effect, and deals an extra 1d12 poison damage. The voalitile effect does not stack with the Slow Acting effect. You may only craft one voalitile poison per day. You gain resistence to poisons due to your prolongued exposure. Poison Effects At 13th level, you learn how to make your poisons undetectable by adding trace amounts of lead. The Undectable effect negates the effects of the Detect Poison and Disease spell, and can be stacked with the Slow Acting effect. Ruse At 13th level, if you are not already proficient, you gain proficiency in the Deception skill. If you are already proficient in Deception, choose another Charisma-based skill to become proficient in. Iocaine Powder At 17th level, you become immune to all poisons. You've dedicated your life to traversing battlefields, administering your healing mixtures where you can to sustain your allies. You are always a welcome sight in the middle of a battle, and your dangerous profession has forced you to learn to fight. You gain proficiency with martial weapons when you take this specialization. Field Medic Healing Effects When you take this specializtion at 3rd level, you learn to make your healing mixtures more versatile. You gain knowledge of addition healing mixture effects at levels 9 and 13. At 3rd level, your healing mixtures have the Bezoar effect, which removes the Poisoned condition from any creature that takes your healing mixture. Two-Weapon Fighting You gain this feat at 3rd level of the field medic specialization. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. This is useful to field medics who prefer to fight with a refillable combat syringe in one hand and a weapon in the other. Inspiration At 9th level, your allies have grown inspired by your presence on the battlefield. You have 1d8 Inspiration die that you may give to one of your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d8. You regain use of your Inspiration die after a long rest. Healing Effects At 9th level, your healing mixtures gain the Restorative effect. This effect removes the Petrified condition from a creature that uses your healing mixture. This effect is passive, and stacks with the Bezoar effect.

Healing Effects At 13th level, you may choose to make a healing mixture with the Adrenaline effect, making an Adrenaline Shot. The Adrenaline Shot uses one of your daily uses of Formula Crafting, and requires a DC 15 Medicine check to craft. The Adrenaline Shot be used on conscious and unconscious creatures alike. A conscious creature gains a flat 20 temporary hit-points, and has advantage on its next attack roll. An unconscious creature is brought to 1 hit-point, granted 20 temporary hit-points, and has advantage on its next attack-roll. Healer At 17th level, each Healing Mixture and Adrenaline Shot you craft has two uses instead of one. Experimenter You often find yourself wondering why everyone seems so intent on killing each other, when there are far more creative solutions to combat! You've spent years of study perfecting your mixtures, focusing neither on poison or healing, but on Special Mixtures. Most medics can whip up a Paralysis Mixture, but you take it far beyond that, knowing exactly how to increase your allies' strengths, and how to exploit your enemies' weaknesses. Due to your extensive research, you learn an extra language of your choosing, and you become proficient with Medium armor. Special Formula At 3rd level, and then again at 9th, 13th, and 17th level, you learn how to craft a new Special Mixture using your daily Formula Crafting feature. These Special Mixtures can be crafted as all possible types, including: Contact, Injury, Ingested, and Inhaled.The formula you learn at 3rd level is Truth Serum. When Truth Serum is used against a creature, it must make a Constitution saving throw with a DC 10 + your Formula Efficacy Modifier. If the target fails, then it cannot knowingly tell a lie for up one hour, as though it is under the effect of the zone of truth spell. Foggy Mind By 9th level, your exposure the fumes of your Special Mixtures has addled your brains! You now have advantage on any saving throws related to resisting Charm effects, aside from those used by Legendary creatures. Special Formula At 9th level, you have perfected the art of increasing a creature's metabolism. You may now attempt to craft the Exhaustion Mixture during your daily use of Formula Crafting. The creature must make a Constitution saving throw with a DC of 11 + your Formula Efficacy Modifier. On a successful save, nothing happens. On a failed save, the creature suffers one level of Exhaustion. At the beginning of its next round, it must make another Consitution saving throw, or it will suffer another level of Exhaustion. This effect continues until the creature either succeeds on its saving throw, or reaches 6 levels of Exhaustion, whereupon the creature dies. Note: Once the creature reaches level 3 of exhaustion, it does not suffer disadvantage on its saving throws. Special Formula At 13th level, you've learned to blind your enemies. You may now attempt to craft the Blinding Mixture during your daily use of Formula Crafting. The creature must make a Constitution saving throw with a DC of 11 + your Formula Efficacy Modifier. On a successful save, nothing happens. On a failed save, the creature suffers is now considered Blinded. At the beginning of its next round, it must make another Consitution saving throw, or it will remain blinded. Special Formula At 17th level, your experiments have unlocked the secrets of the mind. You may now attempt to craft the Charming Mixture during your daily use of Formula Crafting. The creature must make a Wisdom saving throw with a DC of 11 + your Formula Efficacy Modifier. On a successful save, nothing happens. On a failed save, the creature becomes charmed, as though they are under the charm person spell. At the beginning of its next round, it must make another Wisdom saving throw, or it will remain charmed. Clouded Thoughts At 17th level, your exposure to the fumes of your mixtures has rendered your thoughts all but incoherent to anyone else. You are now Immune to all charm effects.