Class Feats Page 5
Class Name: Medic
Core Fantasy: Medics keep people alive in the ruins of New Vance City. They work in cramped streets and shambler zones, managing risk, movement, and scarce resources to keep their team standing.
Level 1 Features
Field Training (Level 1)
You are a trained field doctor used to working under fire.
Rules: You gain proficiency in the Medicine skill and with healer’s kits. You also gain proficiency in your choice of Insight, Perception, or Survival. When you make a Wisdom (Medicine) check, you can treat a roll of 9 or lower on the d20 as a 10. During a short rest, choose a number of creatures up to your proficiency bonus that spend Hit Dice to regain hit points; each chosen creature can reroll one of those Hit Dice and must use the new result.
Combat Triage (Level 1)
You keep patients moving while you treat them.
Rules: When you restore hit points to a creature with a Medic spell or class feature, you can choose that creature to immediately move up to 10 feet. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 3 Feature
Outbreak Hardened (Level 3)
You are used to infection zones and toxic streets.
Rules: You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Dexterity saving throws (your choice). You have advantage on saving throws against disease and against effects that would inflict the poisoned condition. In addition, when you or a friendly creature within 10 feet of you succeeds on a saving throw against disease or poison, you can give that creature temporary hit points equal to your Wisdom modifier (minimum 1). You can grant temporary hit points in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7 Feature
Mobile Clinic (Level 7)
You turn your movement through the city into a rolling treatment route.
Rules: Your walking speed increases by 10 feet. When you take the Dash action on your turn, choose one willing creature you move within 5 feet of during that movement. That creature can immediately spend one Hit Die to regain hit points, adding its Constitution modifier to the roll. Add your Wisdom modifier (minimum 1) to the hit points it regains. A creature can benefit from this feature only once per round.
Level 11 Feature
Optimized Protocols (Level 11)
You refine every patch, shot, and dose for maximum effect.
Rules: Whenever you roll dice to restore hit points to a creature using a Medic spell or class feature, you can reroll a number of those dice up to your Wisdom modifier (minimum 1). You must use the new rolls. In addition, once on each of your turns when you deal damage to a creature with a Medic spell, you can add your Wisdom modifier (minimum 1) to one damage roll of that spell against that creature.
Level 15 Feature
Superior Safeguards (Level 15)
You project a stable zone of protection around your position.
Rules: While you are conscious, you and friendly creatures within 10 feet of you have resistance to necrotic damage and advantage on saving throws against effects that would reduce maximum hit points or prevent a creature from regaining hit points. In addition, when a friendly creature starts its turn within 10 feet of you and has hit points equal to or less than half its maximum hit points, it gains temporary hit points equal to your Wisdom modifier (minimum 1). A creature can gain temporary hit points from this feature only once per round.
Level 20 Feature
City’s Last Hope (Level 20)
You are the final line between New Vance City and the grave.
Rules: Your Wisdom score increases by 2, and your maximum for that score becomes 22. Whenever you cast a Medic spell of 1st level or higher that restores hit points to at least one creature, each target of the spell also gains temporary hit points equal to your Wisdom modifier (minimum 1). In addition, when you start your turn with less than half your maximum hit point, you regain a number of hit points equal to your Medic level.
Class Name: Guard
Core Fantasy: A Guard stands on the front line to keep order in a dangerous city. They use discipline, formation tactics, and clear authority to control space and protect their squad.
Level 1 Features
Watch Captain Training (Level 1)
Years of drilled routines turn you into a steady front line.
Rules: You gain proficiency with all armor, shields, simple weapons, and martial weapons. You gain proficiency in Perception and Intimidation. You also gain proficiency in one of the following skills of your choice: Athletics, Insight, or Investigation. While you are wearing armor and are not incapacitated, you have advantage on ability checks and saving throws made to resist being pushed or knocked prone.
Patrol Orders (Level 1)
You direct nearby allies to move at the right moment.
Rules: As a bonus action, choose one ally within 30 feet of you who can see or hear you. That ally can immediately move up to half its speed. This movement does not provoke opportunity attacks from creatures you can see. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 3 Feature
Control Perimeter (Level 3)
You turn the space around you into a controlled, slow zone for enemies.
Rules: While you are conscious and not incapacitated, hostile creatures treat any space within your reach as difficult terrain. This includes any space they enter or leave that is within your reach. This feature has no effect on your allies.
Level 7 Feature
Riot Hardened (Level 7)
You are used to fear, noise, and heavy impact.
Rules: You have advantage on saving throws you make to resist becoming charmed, frightened, paralyzed, or stunned. In addition, you have resistance to thunder damage and to bludgeoning damage from falling or from nonmagical objects, including improvised weapons and debris.
Level 11 Feature
Target Call-Out (Level 11)
You clearly mark high-priority threats for your squad.
Rules: Once on each of your turns when you hit a creature with a weapon attack, you can choose one ally that can see or hear you and that is within 30 feet of that creature. The chosen ally has advantage on the first attack roll it makes against that creature before the start of your next turn.
Level 15 Feature
Shield Wall Presence (Level 15)
Your steady stance raises the defense of everyone near you.
Rules: While you are conscious and not incapacitated, you and friendly creatures within 10 feet of you gain a +1 bonus to AC. In addition, you and friendly creatures within 10 feet of you gain an extra +1 bonus to AC against opportunity attacks.
Level 20 Feature
Commanding Phalanx (Level 20)
You can run a whole squad as if it were a single, focused unit.
Rules: When you take the Attack action on your turn, you can forgo one of your attacks to issue coordinated orders. Choose up to three willing creatures that can see or hear you within 60 feet of you. Each chosen creature can either move up to half its speed or make one weapon attack. Each creature can benefit from this feature only once per round.