Medic

Overview
Hit Dice: 1d8

Health per level: Hit Dice + Constitution Modifier

If you get past the drug addiction, most medics are pretty swell guys. Plus, there's nothing wrong with doing a little ket with the boys before a fight.

Medics heal party members and poison enemies.

List of Drugs

Drug Slots per Level
Drugs Known: Level + Wisdom

Recover slots on long rest

APDOW Drug Administration
Mimic cleric spell tree

Know thy Enemy
Advantage on all intelligence checks that have to do with a creature's anatomy or physiology.

First Aid
Spend 1 minute to restore 1d10 + Wis Mod hp to either yourself or an ally. 5 per day

Help or Harm
Choose path

Self Administraton
Store APDOW healing drugs in mobile vials. These potions lose potency after 24 hours. Users of these drugs must suceed on a CON saving throw equal to 8 + the drug level. On a fail, the effect does not happen and the user takes 1d8 damage.

Natural Compounds
If you have access to plants, you can synthesize a first level drug in 5 minutes, a 2nd level drug in 10 minutes, and a third level drug in 30 minutes. A short rest restores all 1st, 2nd, and 3rd level slots.

First Aid Improvement
First aid now restores 2d10 + Wisdom mod and cures most effects from creatures.

Drug Cocktail
Combine 2 drugs together once per short rest. You can use this cocktail like it was one drug. You must expend both drug's level slot to make the cocktail.

Self Administration Bonus
The saving throw is made with advantage. Creatures never take damage now from a failed save.

Level 11
=== Medical Insurance === You may reroll medicine checks below 10. This is pre-bonus (e.g. rolling a 9 on the d20 with a +5 bonus would still be eligible for a reroll). You must take the result of the second roll.

Passive Compound Reads
Your APDOW will automatically alert you to drugs in the area if there is a significant detectable quantity. The passive read is often inaccurate and will need further active checks to learn additional information.

Immortal
You cannot be diseased or poisoned. You also only fail death saving throws on a 6 or less

I Am Drugs
You can go two weeks without food, water, or sleep (much like real drug addicts). Exhaustion doesn't affect you.

Permanent Uppers
You may take an extra action 3 times per long rest

First Aid Improvement
You may use First Aid an unlimited amount of times

System Shock
Once per month as an action, you can instantly mimic the effects of a long rest

Time of Need
First Aid now only takes one action (6 seconds).

Back in the Fight
Stabilizing an ally gets them back up with 2d6 health.

Sympathy Drugs
Restore 1d8 of your own health if a drug you use causes an ally to gain health. Does not work with First Aid.

Improved Drugs
Whenever a drug restores health, it restores an extra 4 + drug level hit points.

Favored Ally
Once per long rest, you can double the healing effects of a drug on one ally

Favored Drug
Choose a first or second level healing drug to choose as your favored drug. Roll a d4 when casting it. On a 4, it does not expend a slot.

Unexpected Demise
Your poisons do double damage if the target is not in combat.

Caustic Serum
Do an extra 2 + drug level damage to poisoned target

Noxious Fumes
All poisons can be thrown. Target a 15 by 15 foot square if you so choose. If you do, saving throws are made with advantage. If the poison has no saving throw, the victim gets a CON saving throw to take half damage.

Elixr of Death
Reroll a poison damage die on a 1 or 2.

Favored Enemy
Once per long rest, you can double damage on an enemy from a poison.

Favored Drug
Choose a first or second level poison to choose as your favored drug. Roll a d4 when casting it. On a 4, it does not expend a slot.