Combat Medic¶
Proficiencies gained:
- Level 1 training in Weapon Proficiency Training: Sub Machine Guns, Shotguns.
- Save Training Level 1 in Wisdom Saves.
- One level of training in Medicine and Science.
- Medic's Kit (Tools) - the clinical hardware set: stethoscope, BP cuff, pulse oximeter, penlight, thermometer, trauma shears, nasopharyngeal and oropharyngeal airways, bag-valve mask, chest decompression needle, suture kit with hemostats and forceps, IV catheters and pressure bag, and syringes. Proficiency covers patient assessment and triage, airway management, taking vitals, starting IVs, suturing and wound closure, administering injections, and monitoring a casualty through evacuation.
Combat Trauma Trained (3rd)¶
See Medical Supplies for the full catalog of trauma items.
You get a Trauma Bag with 2 parts:
- IFAK with 10 uses and 2 Tourniquets.
- Trauma Kit with 5 uses.
Expend one use of the Trauma Bag and roll a Wisdom (Medicine) check DC 15. On pass, restore 1d10 + Wisdom modifier HP ( only on targets at Triage Yellow, Orange, or Red). Increases to 2d10 at 10th, 3d10 at 18th. See Triage Code.
Medical Grade Supply (7th)¶
Trauma Bag gains a third part holding 10 uses of your choice of the following:
- Combat Pill Pack: 24 hours after consumption, gain advantage on all checks to resist disease or poison for 48 hours.
- Morphine: Action; give to a creature within 5 ft or take yourself. Heals 6d6 HP on any triage code. Target must make a CON save (DC = HP restored) or fall unconscious, retesting each round. 3+ uses in 24 hours may cause addiction.
- Quick Clot: Stops Bleed or Major Bleed. Target makes CON save DC 15 or falls unconscious, retesting each turn.
- Narcotics: Action. Target regains 1d6 HP on use plus 1d6 for 3 additional rounds. Any triage code. 4+ uses in 24 hours may cause addiction.
- I.V. 500cc: 1 minute to prep, up to 5 minutes to administer. Regain 1 HP every 2 rounds. Usable on Green, Yellow, Orange only.
- Liquid Skin Patch: Action; heal 2d6 HP. Usable only on Triage Orange and Red.
- Epinephrine: Action; on a creature reduced to 0 HP within the last 3 rounds, regain 6d4 HP. Usable only once per day safely - otherwise CON save (DC = HP gained), fail = unconscious for 10 rounds. 3+ uses/day = disadvantage on save; 4+ = target fails 3 death saves.
- 5 Days Diazepam: After 5 consecutive days, each day's use lets you treat yourself as one Shaken level less than current, but not for healing purposes. See Shaken.
Specialization (10th)¶
Choose one of the following specializations.
Trauma Specialist¶
When healing via IFAK, Trauma Bag, or Medical Grade Supply, add your Proficiency bonus to the amount rolled. Also, you may dash as a bonus action if you use your action to heal a target that turn.
Combat Pharmacist¶
You are immune to addiction and adverse Constitution-save penalties from drugs in your own supply. You may administer two drugs to the same target on the same turn without stacking penalties. During a short rest, craft an improvised stim: the next target to consume it gains 1d6 temporary HP and advantage on their next saving throw. One stim per rest, usable within 24 hours.
CBRN Specialist¶
You are immune to the effects of your own decontamination reagents. You have advantage on all checks and saves to treat or resist poison, disease, and radiation, and may extend that advantage to one adjacent ally with a Wisdom (Medicine) check. During a short rest, craft an improvised antidote from available supplies that ends one poison, disease, or low-level radiation effect on the target.
Medical Sustainment Pack (15th)¶
Gain Expertise in Wisdom (Medicine) and a Corpsman's Bag with 3 parts:
- IFAK with 15 uses and 4 tourniquets.
- Trauma Bag with 10 uses.
- Third part holds up to 20 corpsman-grade medical supplies.
Plus access to BAS equipment and supplies.
Seasoned Medic (18th)¶
Double all die rolls for any healing feature or item used by this character.