​Physicians mend wounds quickly and cure conditions. Every nation needs a medical practitioner. Although a Physician’s general purpose is to heal, some don’t have any problem using their skills to harm, especially when it comes to defending their planet or themselves. Physicians are skilled Medics or Pharmacists. Some Physicians spend their career traveling from constellation to constellation helping those less fortunate. Others find one planet to lay roots and establish themselves. There are those who only help those who can afford their services, while others are more altruistic, dedicating their life to be in service of others.

Starting Equipment

Proficiencies

  • Portable medical scanner, used as an action to determine a creature’s health condition and health points if within 5 feet (1)​

  • Common Credits: 10D100+10D20+(Character Level)D10

  • Skills: Biology and Investigation

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  • Kits: Medical Toolkit

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  • Armor: N/A

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  • Weapons: Energy

Honing Skills

Ability Score Improvement (ASI)

Physicians can learn quickly while traveling throughout the galaxy. Each new encounter with a different species sharpens a Physician's skills and can help gain new ones. When you reach 3rd level, and again at 6th level, you can gain proficiency in a skill, or expertise in a skill in which you are proficient. At 12th level, and again at 15th level, you can gain expertise in a skill in which you are proficient.

When you reach 3rd level, and again at 8th level, 12th level, and 15th level, you can increase one ability score of your choice by 1.

Experience With Kits

Specialty Points

When you reach 6th level, and again at 12th level, you can gain proficiency in a kit or expertise in a kit you are already proficient.

Medic

Medics are specialists who apply scientific knowledge and clinical expertise to the diagnosis, treatment, and care of creatures across the spectrum. Medics are highly trained in healing their patients under the most dangerous conditions and inhospitable environments. They are considered miracle workers, using their skilled hands and quick thinking to help ward off death and even revive creatures that may have died. They are highly valued in far flung reaches of the galaxy, where full-fledged medical facilities are hard to reach. They are oftentimes nomadic, traveling from small towns on remote planets, to large cities in bustling star systems. They normally work alone or in small teams of two or three. One of the team members may serve as an assistant or an intern, hoping to one day become a life saving asset of the galaxy.

All Physicians have specialty points, which they use to determine how many times they can perform certain actions, such as healing or vaccinating. Physician specialty points are based on your Wisdom score and vary on the specialty being used.

Pharmacist

Pharmacists are the modern day alchemists. They are trained chemists that know exactly what chemical mixtures will cure or kill any living organism. Pharmacists develop elixirs, pills, and topical ointments to create a variety of effects. They spend little time traveling and instead find a central place to study and work. Pharmacists will set up a shop and residency wherever they find themselves the most comfortable, even if it means in complete isolation. They have the luxury of people coming to them or just ordering from their inventory. In fact, they prefer to have their customers simply place an order online versus come to them in person. Unfortunately, their lack of exposure limits their experiences and it takes them longer to hone their craft.

Specialties

Healer

At 2nd level, you can use an action and a specialty point to restore 1D6+4 health points to any creature you touch. You can do this the number of times equal to your Intelligence score+1. At 8th level, you can choose to use two specialty points and restore 1D8+6 health points to one creature. You can do this and previous healing the number of times equal to your Intelligence score+2. At 12th level, you can choose to use three specialty points and restore 2D10+4 health points to one creature. You can do this, and all previous healing, the number of times equal to your Intelligence score+3. At 18th level, you can choose to use four specialty points and restore 2D12+6 health points to one creature. You can do this, and all previous healing, the number of times equal to your Intelligence score+4.

Specialty Points = Intelligence Score

Therapist
You have learned how to help patients in a variety of ways externally. At 4th level, whenever a target that you touch as a secondary action makes an engagement roll or an ability check, the target can roll 1D4 and add the number rolled to the engagement roll or ability check. You must bestow this benefit before the target makes the roll. You can perform this with the use of a specialty point. The benefit only lasts an hour. At 10th level, the target can roll 1D8. At 18th level, the target can roll 1D12.

Specialty Points = Intelligence Score

Immunologist

You have learned how to not only treat diseases but also develop vaccines to prevent them. At 4th level, any creature you touch can be cured from being sickened, blinded, poisoned, deafened, or paralyzed. You can perform this as an action and a specialty point.

 

At 7th level, you can provide anyone you touch protection from becoming sickened, poisoned, paralyzed, deafened, or blinded. This takes an action and a specialty point. The effect lasts 24 hours.

Specialty Points = Intelligence Score

Life Saver
You learn how to bring people back from the brink of death. At 7th level, after expending two specialty points and using a medical kit, you can touch any creature, as an action, that has died within the last minute, and that creature returns to life with health points equal to 1D4 + your Intelligence score. You are unable to revive someone who has died from natural causes, like old age or an illness not considered as part of an engagement or active intervention.

Specialty Points = Intelligence Score

Lobotomist
Medics know how to engage the mind of a target with specific attacks. At 8th level, when you make a successful hit with any weapon, you can choose to use a specialty point to make the target roll 1D10 after the damage roll.

Specialty Points = Intelligence Score

Use the following chart to determine the effect:

Doctor Death
As a medic, you use your extensive knowledge of physiology to know exactly where on the body to strike the deadliest blow. At 10th level, you can expend a specialty point to add your Intelligence score to any damage roll. At 15th level, you can expend a specialty point to make a successful engagement roll against a target automatically drop the target to 0 health points. You must choose to use the specialty before the damage roll. You gain an advantage on all Biology checks.

Specialty Points = Intelligence Score

Combat Corpsman
Combat experience has trained your mind to be focused. You gain the mental and emotional fortitude needed to overcome the immense weight of providing comfort to the sick and dying even in the middle of a battlefield. At 12th level, you can increase your Wisdom or Constitution score by 1, to a maximum of 10.

Chief Surgeon

When you are at 20th level, you can perform all specialties without the need of a kit. You gain proficiency in all Wisdom checks. All specialties that took an action, now only take a secondary action. You can affect one additional creature when using any specialty. You can regain 1D10 specialty points after a short rest. The roll applies to all specialties and you can only do this once per long rest.

Healer
At 1st level, you can create healing tonics. As part of a short rest, and with a chemist’s kit, you can create tonics that restore 2D6+4 health points to any creature. You can create the number of tonics equal to your Intelligence score + 1. At 10th level, you can create tonics that restore 2D10+6 health points to any creature. You can create the number of tonics equal to your Intelligence score + 2. At 18th level, you can create tonics that restore 4D10 health points to any creature. You can create the number of tonics equal to your Intelligence score + 3.

Therapist
You have learned how to help patients in a variety of ways externally. At 3rd level, you can create a therapy ointment that bestows the user the ability to add 1D4 to any engagement roll or an ability check. It takes you a short rest and the use of a chemist’s kit to make the ointments and you can make the number of ointments equal to your Intelligence score. At 10th level, your ointments are stronger. The target can roll 1D8. At 18th level, your ointments are potent. The target can roll 1D12.

Apothecarist
You have learned how to not only prevent diseases but also create them. At 5th level, you can spend two hours developing malady pills that will be able to cure any creature from being sickened, blinded, poisoned, deafened, diseased, or paralyzed. You can perform this with the use of a chemist’s kit. Each pill requires a specialty point. At 8th level, you can create an ointment that causes anyone you touch to become ill. When you make a successful engagement, the target must roll 1D10 after the damage roll.

 

Specialty Points = Intelligence Score

Use the following chart to determine the illness:

Poisoner
You’ve managed to not only create deadly toxins, but improved upon their delivery system. When you reach 9th level, during a short rest and with the chemist’s kit, you can create a lethal dose of a nerve agent called a zero toxin that can either paralyze or kill a target. The toxin can be applied to any melee weapon but only lasts for an hour. When you make a successful engagement with the weapon and apply damage, the target must roll 1D20. If the roll is equal to or greater than your character level, the target is paralyzed until the end of their next turn. If the roll is less than your character level, the target is reduced to 0 health points. Each weapon requires two specialty points in order to receive this benefit.

Specialty Points = Intelligence Score

Alchemist
You have dabbled in the ancient recipes related to death. You have managed to create special potions that can literally prolong life. At 12th level, with two hours and a chemist’s kit, you can create death wards that will help whoever drinks it stave death. Once consumed, the concoction will provide this benefit for 4 hours. Whenever a creature that has ingested the liquid is reduced to 0 health points, they will be reduced to 1 hit point instead. This does not protect against instant death effects, where no damage is dealt. The benefits can not be stacked; you can only drink one every 4 hours to get the benefit. You will need to spend a specialty point for each elixir you create.

Specialty Points = Intelligence Score

Senior Chemist

When you are at 18th level, you gain expertise to all Biology, Investigation, and Sociology checks. All specialties that took an action, now only take a secondary action.

PHYSICIAN