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 become a life saving asset of the galaxy.
At 1st level, you can stabilize any dying creature you touch with an action. You gain an advantage on all Medicine checks.
At 1st 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 Wisdom 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 1st level healing the number of times equal to your Wisdom 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, 8th level, and 1st level healing, the number of times equal to your Wisdom 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, 12th, 8th, and 1st level healing the number of times equal to your Wisdom score + 4.
You have learned how to help patients in a variety of ways externally. At 3rd 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. The benefit only lasts an hour. You can do this the number of times equal to your Wisdom score.
At 10th level, the target can roll 1D8.
At 15th level, the target can roll 1D12.
You have learned how to not only treat diseases but also develop vaccines to prevent them. At 3rd 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, and you can only cure the number of times equal to your Wisdom score.
At 7th level, you can provide anyone you touch protection from becoming sick, poisoned, paralyzed, deafened, or blinded. This takes an action and a specialty point, and can be done as many times equal to your Wisdom score. The effect lasts 24 hours.
You learn how to bring people back from the brink of dying. At 7th level, after expending a specialty point 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 Wisdom 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.
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. Use the following chart to determine the effect:
As a medic, you use your extensive knowledge of physiology to know exactly where on the body to strike the deadliest blow. At 9th level, you can expend a specialty point to add your Wisdom score to any damage roll. At 15th level, you can expend a specialty point to make any critical hit automatically drop the target to 0 health points. You must choose to use the specialty before the damage roll.
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 10th level, you can increase your Wisdom or Constitution score by 1, to a maximum of 10.
When you are at 20th level, you can perform all specialties without the need of a kit. You gain expertise in all Wisdom skill checks. All specialties that took an action, now only take a secondary action. You can add 1D4 to increase your specialty points (SP = your Wisdom score + any added bonus + 1D4). You can affect one additional creature when using any specialty. You can regain 1D10 specialty points after a short rest. The single roll applies to all specialties. You can do this once per long rest.