Medic

The Medic Prestige Class is focused around healing and protecting allies.

Requirements
To take this Prestige Class, you must have an Intelligence Score of at least 13.

Trained Doctor
You gain Proficiency in Medicine, or Expertise if you have it already.

Battle Healing
You have a pool of d8s equal to your total level. You can use your Action to expend a number of d8s to heal an ally within 5ft of you. The maximum amount of d8s you can expend in one turn is equal to your Intelligence Modifier. This pool replenishes on a Long Rest.

Medical Training
You may choose one of the following abilities:


 * When you restore health, restore an extra amount equal to your int modifier + 2 times your Medic Prestige Level.


 * You may stabilize an ally within 5ft as a bonus action. You may also choose to bring them to 10% of their maximum Hit Points when you do so, however if you do this the ally will gain a level of exhaustion after 1 minute, as if the adrenaline of the moment has worn off.

Combat Medical Specialist
At 2nd Prestige, you gain access to Procedures. At the start of the day, you may prepare a number of Procedures equal to your Proficiency Modifier. You have Procedure Points equal to 2 + 2x your Medic Prestige Level.

Dire Wound Healer
When an ally within your movement range is dealt an Epic Injury, you may use some of your next turn's movement as a Reaction to charge in and heal your ally. You may expend any amount of your next turn's movement to run to their side and attempt to lessen the injury, even to the point of preventing an Instant Kill.

Table will go here.

Don't Die On Me
You can revive a dead character who has been dead for no more than one minute as an action. You can build a Revival Kit while out of combat. This kit requires $1000 worth of supplies and is completely consumed upon use. When a character is successfully revived using this ability, they are considered stable at 0 Hit Points. They gain Five Levels of Exhaustion and permanently lose 5 from their Hit Point Maximum.

Caveats
You cannot revive characters that have died with any of the following conditions.


 * Have had their brain damaged/destroyed.
 * Been melted by Plasma Damage.
 * Have had their heart or both lungs destroyed. This caveat does not apply to higher level resurrection abilities.
 * Have been bisected in a way that cannot support life. This caveat does not apply to higher level resurrection abilities.

Methodical Medicine
When using healing items, you have one additional charge per item. This ability does not apply to items that revive dead characters.

Expert Healer
You may choose one of the following abilities:


 * As an Action, you can scan an organic enemy to learn their damage vulnerabilities, immunities and resistances, along with their AC, movement speed, and condition immunities. If used on an ally instead you may detect any hidden conditions or effects on them.
 * Whenever you heal another character you may also heal yourself by an amount equal to your Medic Prestige plus your Intelligence modifier.

Bodily Enhancement Surgery
You gain the ability to permanently enhance your allies. While not as potent as gene five or as impressive as augmentation your enhancements are more natural (And cheaper). You may spend 24 hours doing surgery to an ally or yourself to add a single Bodily Enhancement. You must spend $? worth of various medical supplies. Each ally may only have a single bodily Enhancement.

Reinforcement Conditioning - Add 20 hp to the subject's max health.

Specialized enhancement - Add 1 to any of the subject's stats.

Agile Movement - Add 10ft to the subject's movement.

Specialized Protection - Give the subject proficiency in a saving throw of your choice.

Rapid Response - Increase the subject's initiative by 10

Well Studied Doctor
Whenever you roll a 9 or lower on the d20 of a medicine check, you may instead treat the role as a 10

Prodigy Healer
You may choose to gain one of the following features.

Will to Live
When knocked down to 0 hp you may make an intelligence save vs 15. If passed you may instead only go down to 1hp and may appear indistinguishable from dead for the next hour if you choose to. This effect can only succeed once per day.

Restudy
Pick one additional option from a previous medic feature choice.

Adrenaline Injection - 2 points. Bonus action
Until the start of the target's second turn, double their speed, increase their AC by 2, give advantage on Dex saves, and give an additional action which can only be used to attack once with a weapon, dash, or disengage.

Preemptive Treatment - 1 Point. Action
Give an ally 10 + your int modifier temp hp

Rapid Patch-up - 2 Points. Bonus Action
Immediately cure all instances of bleeding, burning, Envenomed, Corrosive Burning, and Agonized on an ally.

Surgical Strike - 1 Point. With melee attack.
Make a specific attack with a sharp melee weapon against an organic enemy. Additionally add your intelligence modifier to the attack. If the attack lands, the enemy must make a con saving throw against medic DC or suffer one of the following debuffs.

Blind - The creature is blinded until it spends a full turn to recover. If the saving throw is a nat 1 the effect in permanent. (Until solved with surgery or augmentation)

Disarmed - An item the creature is holding is dropped, you may choose to immediately take it as part of the attack.

Bleed - The creature gains 4 levels of bleed. If the saving throw is a nat 1, gain 6 levels instead.

Disable - If the target is a metahuman, you may temporarily disable a metahuman power, assuming it can logically be done so with a surgical strike. If the saving throw is a nat 1 the effect in permanent. (Until solved with surgery or augmentation)

Retreat - 1 point. Bonus action
Give yourself and an ally the ability to dash as a bonus action for the next hour.

Protection - 1 Point. Action.
Give an ally +2 AC for the next minute.