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Homebrew

Medic CR: 1/4

Medium humanoid, any alignment
Armor Class: 13 (leather armor)
Hit Points: 3d8+3
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

12 +1

WIS

14 +2

CHA

10 +0

Saving Throws: Wisdom +4, Dexterity +4
Skills: Medicine +4, Survival +4
Damage Resistances: depending on racial traits
Condition Immunities: depending on racial traits
Senses: Passive Perception 12 (Darkvision 60 ft. depending on racial traits)
Languages: Common and one extra language
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Healer's kit. The kit has ten uses.   Healer. When the medic uses a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

Actions

Patching up the wounds. The medic can expend one use of a healer's kit to tend to a creature within 5ft and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. A creature can’t regain hit points from this action again until it finishes a short or long rest.   Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage.

Bonus Actions

Battlefield manouver. The medic takes the Disengage action.


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