You are a feldsher, an expert practitioner of medicine. You might be an itinerant barber surgeon, a learned physician, or a hardened combat medic.
Long ago you lost your distaste for blood and guts (if you even had one to begin with), and now calmly stitch together comrades mangled by axe and blade. Smelling salts, scalpels, and stitches positively burst from your physic satchel, all tools in your trade of saving lives and mending ailments, lest you forget your foundational oath: First, do no harm.
**Key Attribute**
Intelligence
**Hit Points**
Equal to Con score + level
**Weapons**
Clubs, daggers, light axes, light crossbows, shortswords, slings, staves.
**Armour & Shields**
Light armour.
**Class Starting Gear**
Dagger (1d4), leather armour (+1 AC), physic satchel.
**Skills**
Apothecary, General Lore, plus `dice: 1d12` three times: (i) Animal Lore, (ii) Arcane Lore, (iii) Athletics, (iv) Detection, (v) Divine Lore, (vi) Gather Information, (vii) Leadership, (viii) Persuasion, (ix) Watercraft, (x) Wilderness Lore, (xi) Stealth, (xii) Traps & Locks.
| Level | AB | Ability |
| ----- | --- | ------------------------- |
| 1 | +0 | Physic Satchel |
| 2 | +1 | Do Some Harm |
| 3 | +2 | Unique Feature |
| 4 | +2 | +1 AC |
| 5 | +3 | New Skill, Smelling Salts |
| 6 | +4 | Unique Feature |
| 7 | +5 | Revive |
| 8 | +5 | +1 AC, New Skill |
| 9 | +6 | Unique Feature |
## Physic Satchel
As a feldsher, you possess a physic satchel containing all you need to practice medicine. Generally only feldshers can make use of your physic satchel (if you die, it becomes a normal [[Healer's Kit]]).
You begin an adventure with **one use of this ability per level.** Unless noted otherwise, you may expend a use of this ability as part of your normal action. When you do so, choose one effect from the list below to apply.
- After a Short Rest, each PC in your party recovers a bonus 1d4 hit points + your Int modifier.
- During a Short Rest, make an Int (Apothecary) check to convert one failed recovery Will check into a success. You may only treat one patient (inc yourself) per Short Rest.
- You can make an Int (Apothecary) check to heal yourself or an ally within Melee for a number of hit points equal to your Int modifier. At 3rd level, this increases to `dice: 1d4` + your Int modifier. At 5th level, `dice: 2d4` + your Int modifier. At 7th level, `dice: 3d4` + your Int modifier. A Terrible Failure injures the target for an amount equal to what would have been healed.
- You can make an Int (Apothecary) check to attempt to heal a target of an injury. If it is a persistent injury, a success halves the time needed for it to heal; a Great Success halves it twice. If it is a permanent injury, the process takes `dice: 2d6` days and costs 50 sp per day; on a success the injury is negated in some way (prosthetics, facial surgery, etc.). It is not possible to heal some permanent injuries (e.g. missing eyes; GM's call).
- You can make an Int (Apothecary) check to attempt to alleviate a target of a disease. The process takes `dice: 1d3` days. On a success the disease subsides but the target is not cured of any related attribute loss or other damage; on a Great Success they are cured completely. Particularly potent or advanced diseases may not be cured in this way (GM's call). A Terrible Failure leaves the target in worse condition than they were before.
- You can use Int when making an attack and damage roll. A Nat 19 or critical hit requires that the target roll on the *[[Injury and Death|Injuries and Setbacks]]* table.
## Do Some Harm
At 2nd level, you have learned to use your knowledge of anatomy for nefarious purposes. When you hit and deal damage to a target with a melee attack, you can expend a usage of your physic satchel to impose `dice: 1d6+5` *[[Blade Trauma]]* on a target. On a Nat 19 or critical hit, you may choose which *[[Blade Trauma]]* effect to impose. If a target is *[[Stunned]],* you may also choose which *[[Blade Trauma]]* effect and the results therein (i.e., choose *Severed Arm or Hand* and *4-5 below the elbow*).
## Unique Feature
At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45.
## New Skill
At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list).
## Smelling Salts
At 5th level, you may expose yourself or an ally within Melee to a vial of smelling salts. The affected target gains advantage on attack rolls, and when reduced to zero hit points will not pass out. Instead, they will remain conscious for `dice: 1d4+1` rounds or until combat ends (whichever comes first). However, while at zero hit points any actions or attacks the affected target takes will be made at disadvantage.
You begin an adventure with a number of uses of this ability equal to your Int modifier. You may regain expended uses by taking short or long rests. If a target is exposed to *Smelling Salts* more than once per adventure, they suffer `dice: 2d6` Int loss.
## Revive
At 7th level, once per adventure you may expend a use of your physic satchel to try to resuscitate a dead target. Roll a `dice: 1d100`; your attempts have a 25% chance of succeeding, and you are permitted to access your *Rerolls*. If successfully revived, a target suffers `dice: 1d4`permanent Con loss.
## Beyond 9th Level
If you survive this long, you have gained enough of a reputation as a medical expert to open your own hospice. There, you care for the ill, train new feldshers, and conduct medical research. Your fame as a physician attracts the attention of nobles and their kin who desire the best healing their wealth can afford.