​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
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Portable medical scanner, used as an action to determine a creature’s health condition and health points if within 5 feet (1)​
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TUIL (1)
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Common Credits: 10D100+10D20+(Character Level)D100
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Skills: Biology and Investigation
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Kits: Medical Toolkit
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Armor: Energy
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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 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 2nd level, and again at 6th level, 9th level, 12th level, 15th level, and 19th 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 Intelligence score.
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 virtually 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 1st level, you can use an action and a specialty point to restore 1D6+4 health points to any creature you touch. You expend a specialty point for each creature you heal. At 8th level, you can choose to use two specialty points and restore 1D8+6 health points to each creature. At 12th level, you can choose to use three specialty points and restore 2D10+4 health points to each creature. At 18th level, you can choose to use four specialty points and restore 2D12+6 health points to each creature.
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Specialty Points = Intelligence Score
Physical Therapist
You have learned how to help patients in a variety of ways with a touch. At 4th level, whenever a creature that you touch as a secondary action makes an engagement roll or an ability check, the creature can roll 1D4 and add the number rolled to the engagement roll, evasion roll, or ability check. You must bestow this benefit before the creature makes the roll. You can perform this with the use of a specialty point. The benefit only lasts one minute. At 10th level, with two specialty points, the creature can roll 1D8. At 20th level, and with three specialty points, the creature can roll 1D12.
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Specialty Points = Intelligence Score
Immunologist
You have learned how to not only treat diseases but also how 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 the use of a specialty point.
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At 8th level, you can provide any creature you touch protection from becoming sickened, poisoned, paralyzed, deafened, or blinded. This takes an action and one specialty point. The effect lasts 4 hours.
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Specialty Points = Intelligence Score
Life Saver
You learn how to bring people back from the brink of death. At 7th level, after expending three 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. When you are at 12th level, that creature returns to life with health points equal to 1D8 + your Intelligence score so long it has died within the last ten minutes. At 20th level, you can revive a creature that has been dead within the last hour. You are unable to revive someone who has died from natural causes, such as old age or an illness not considered as part of an engagement or active intervention.
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Specialty Points = Intelligence Score
Lobotomist
Medics know how to assault the mind of a target with specific attacks. At 10th level, when you make a successful hit with any weapon, you can use two specialty points before the damage roll to make the creature roll 1D10 after the roll for damage.
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Specialty Points = Intelligence Score
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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 12th level, before you roll for damage, you can expend two specialty points to add your Intelligence score to any damage roll.
At 18th level, you can expend five specialty points to automatically drop a creature to 0 health points upon a successful engagement roll. You must choose to use the specialty before the engagement roll. You also gain an advantage on all Biology checks at this level.
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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 the 13th level, you can increase your Wisdom or Constitution score by 1, to a maximum of 10.
Chief Surgeon
At 20th level, you can affect one additional creature when using any specialty without expending an additional specialty point.
Healer
At 1st level, you can create healing tonics. With one hour and a medical toolkit, you can create a tonic that restores 2D6+4 health points to any creature. You expend two specialty points for each tonic you create. At 6th level, you can create a tonic that restores 2D10+6 health points to any creature. You expend three specialty points for each tonic you create at this level. At 16th level, you can create a tonic that restores 4D10+10 health points to any creature. You expend four specialty points for each tonic you create at this level.
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Specialty Points = Intelligence Score
Pharmacologist
You have learned how to help patients with topical ointments. At 3rd level, you can create a therapy ointment that bestows the user the ability to add 1D4 to any engagement roll, ability check, or skills check. It takes you one hour, the use of a medical toolkit, and a specialty point, to make each ointment. The ointment's effects last for 1 minute once applied. The ointment must be used within 1 hour of creating it. Each ointment is a single use. At 8th level, your ointments are stronger and each require two specialty points. The target can roll 1D8. At 18th level, your ointments are potent and each require three specialty points. The target can roll 1D12.
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At 9th level, you can create an ointment that causes any creature it touches to become ill. You can apply the ointment to your body or any solid surface. Any creature that comes in contact with the ointment, by accident or through direct engagement, the creature must roll 1D10. If there is damage associated with the contact, roll 1D10 after the damage roll. This includes your allies. You are immune from its effects. The ointment lasts for 1 hour. It takes you one hour, the use of a medical toolkit, and a specialty point to make each ointment. The ointment must be used within 1 hour of creating it.
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Specialty Points = Intelligence Score
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Use the following chart to determine the illness:
Apothecarist
You have learned how to not only develop vaccines to prevent diseases but also how to create diseases. At 5th level, you can develop 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 medical toolkit. Each pill requires a specialty point and an hour. You also gain a +1 bonus to all Biology checks.
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Specialty Points = Intelligence Score
Poisoner
You’ve managed to not only create deadly toxins, but improved upon their delivery system. When you reach 12th level, during a short rest and with the medical toolkit, you can create a lethal dose of a nerve agent called "zero toxin" that can either paralyze or kill a creature. The toxin can be applied to any non-mech conventional weapon and lasts for an hour. When you make a successful engagement with the weapon and apply damage, the creature must roll 1D20. If the roll itself, without any bonuses or penalties, is equal to or greater than your character level, the creature is paralyzed until the end of their next turn. If the roll is less than your character level, the creature is reduced to 0 health points at the start of their next turn. Each toxin requires three specialty points.
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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 14th level, with an hour and a medical toolkit, you can create a death ward that will help whoever drinks it stave death. Once consumed, the concoction will provide this benefit for 8 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 8 hours to get the benefit. You will need to spend three specialty points for each elixir you create.
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Specialty Points = Intelligence Score
Senior Chemist
When you are at 20th level, you gain expertise to all Investigation and Biology checks. If you already have expertise, you now have advantage. All specialties that took an action, now only take a secondary action. Once per short rest, you can regain 1D6 specialty points to all specialties.