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Medic, Pacificatores

Medium humanoid (any race) Staff Sergeant, Pacificatores , Lawful Neutral

Armor Class 13 (Leather Armor)
Hit Points 20 (3d8+7)
Speed 30ft

STR
14 +2
DEX
15 +2
CON
14 +2
INT
10 0
WIS
13 +1
CHA
10 0

Skills Skills Medicine +5 , Perception +3
Senses Senses passive Perception 13
Languages Common and any 1 other language
Challenge 1


Description

Medics specialise in keeping those around them alive and, more importantly, able to fight.
Staff Sergeant
Rank 2 / Non-Commissioned

Ideals

Honor the Living. The medic has a knack for keeping things alive. Any friendly creature standing up to 10 feet from the medic is immune to poison damage.

Bonds

First Aid If a creature that is present 5 feet from the medic gets hit by an attack, the medic can immedietly heal the creature back up to 2 hit dice used by the attack, not surpassing the total demage delt.

Flaws

FUBAR. If a friendly creature is killed by a critical within 30 feet of the medic, the medic must succeed a Wisdon saving throw (DC 20 -2 for every other friendly medic within 60 feet), on a failed save the medic enters a state of shock, and can not move or use their actions until their next turn or round (whichever comes later).


Spellcasting. The medic is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared:
Cantrips (at will): Mending, , Spare the Dying
1st level (4 slots): Cure Wounds, Sanctuary
2nd level (2 slots): Aid, Lesser Restoration


Actions

Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target: Hit: 4 (1d6 + 2) slashing damage.

Reactions

First Aid (2 per short rest). Whenever an allied creature falls unconscious, the medic may move up to 30 feet.


 

Created by

Zimo.

Statblock Type

NPC

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