Sawbones

“Dammit, I’m a doctor, not a soldier!”

  • Field Surgery: As a major action, make a Medicine check and perform a rather gory quick field surgery that heals an adjacent ally for 2Pd4+WIS hit points, with +1 die size for every 10 on the check. You may take -50% healing to use this on yourself or at 60 ft. range, by throwing pills, gel capsules, magic beans, or whatever your SM lets you get away with. You have a number of uses of Field Surgery per long rest equal to your total modifier in Medicine.
  • Time Out!: Once per strife, as a reaction to an ally being damaged, you may call a time out. Attacks against you and the ally have disadvantage for 2 rounds or until you or the ally perform a damaging or healing action; the disadvantage-ending action has +1 die size to the damage done, +2 sizes if healing.
  • Intense Study: When you Discern, you spy a weak point on a creature, gaining +1 to hit for 1 minute. If you have at least a +8 to Medicine, you instead get one d3 Aim die that lasts 1 minute, or +1 die size and 1 minute duration on an existing die. Calling out this weak point allows allies in earshot to benefit from this bonus.
  • Pills Here!: As a minor action, throw adrenaline/coffee at an ally within 60 feet, allowing them to take their turn during yours instead of at their normal initiative step. The player then skips the turn they would’ve taken normally. You may use this on yourself to instead Dash for this turn. Usable once per three rounds.
  • Tranquilizer: When you land a damaging attack, you may take -50% damage to inflict Weaken (1 round). Alternately, take -100% damage to Weaken (2 rounds). If you have at least a +8 to Medicine, you also Impair them for the duration.