About
Unlock one's potential in healing. Classes focused on healing and recovery will benefit the most from First Responder.
Skills and Abilities
[LVL1] First Aid Certified
You can heal your friends with relative ease. Gain a passive +2 advantage toward any Medicine checks and a +1 advantage on Heal checks.
"Don't worry, I'm certified."
[LVL2] Rudimentary Care
When in a pinch you can provide Rudimentary Care by making a Heal check based on the severity of the target's wounds. On activation, recover 1d6 and gain token Rudimentary Care for the character healed. When Rudimentary Care is active, characters with this must discard this token by recovering from their injuries -- Any healing spell can suffice, like Mend Wounds, but potions and rest can also be used to discard Rudimentary Care.
"Let's patch you up."
[LVL3] Self-Preservation
Because of your training, you know how to keep yourself alive long enough until your friends can help you. Save for massive damage, for the first time you enter dying status (less than 0), instead, maintain 0 health and become Disabled, until you are healed. If you are downed a second time, you can no longer restore your health to 0 and must recover normally.
"I- I can wait!"
[LVL4] Tenacity
When dying, your chances of survival are increased tenfold. In combat receive a +1 advantage on Fortitude saves.
"Can't keep me down that easy."
[LVL5] Stabilization
Gain token Stabilization and attach to any healing spells, like Cure Wounds. Once applied, Stabilization will take up one 1st level spell slot. On use, discard the token attached (and free the occupied slot) and either revive the afflicted character with 1+1d6 health or heal for the original amount healed + 1d6 health. Any healing actions made by the caster to the target character will receive a -1 disadvantage for the remainder of combat. Recover token Stabilization once fully-rested or inspired. You may only apply and remove Stabilization out of combat.
"Let's get you stable."
[LVL6] Not Dead Yet
You unlock the ability to revive yourself. When health reaches -10, instead of making a death saving throw, receive Exhaustive Adrenaline and revive with 1d6 health. Discard Not Dead Yet. While Exhaustive Adrenaline is active, gain a -1 disadvantage towards any and DEX and STR checks for the remainder of combat. At the end of combat, make a Fortitude save. If successful, Exhaustive Adrenaline wears off and you maintain consciousness, but you remain Exhausted (until you are rested), if fail, become unconscious. Note that Not Dead Yet is a single use skill and is best used in situations that demand it.
"Fool me once, shame on me, fool me twice..."
Leveling
With the exception of LVL1, which grants passive boosts, the character must have the level of the skill + 5 levels to access their potential.
Extra (Select text below.)
//In all honesty, I haven't got the slightest clue if this is functional, nevermind if this glorified skill set belongs here -- so please, send me a message, comment, let me know what I've got wrong. Various rules can be changed, like the amount of health restored or the value of various advantages and disadvantages.
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