Absolved. If there is another creature with this feature within 30 feet of this creature, then it gains advantage on saves to avoid being Frightened or Charmed.
Hero of Hacksaw. The Medic counts as one size larger when determining the weight they can push, drag, and lift, and dragging another creature of medium size or smaller doesn't impair their movement.
Savior Complex. When the Medic uses the Dash action, opportunity attacks made against them have disadvantage, and they gain 10 temporary hit points. These temporary hit points disappear at the beginning of their next turn.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Salts and Salves. The Medic uses their healing kit to bring a living creature within 5 feet of them with 0 hit points to 1 hit point.
Heal. The Medic uses their healer's kit to tend to a creature within 5 feet of them. That creature regains (6d4 + 6) hit points. The creature can't regain hit points from this ability again until it finishes a short or long rest.
Rush to Aid. The Medic takes the Dash action as a bonus action.
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