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Medical Officer

Medical Officer

You were a doctor, nurse, or worked with emergency services in some way. You are fascinated with medicine and the various anatomies of different creatures. Rather than divine magic or natural remedies, a Medical Officer relies on both traditional and modern medical practices to get back into fighting shape. Ambassadors that serve as Medical Officers are effective marksmen, capable of dealing damage that rivals their healing capabilities.


Orbital Deployment: Emergency Healing Drone

When you select this specialization at 3rd level, you gain access to a unique Orbital Deployment.

As an action, you call down a squadron of Emergency Healing Drones equipped with various medical supplies. Choose a number of creatures equal to your Intelligence modifier (minimum 1) that are not a construct, ooze, or undead. A drone becomes assigned to the creature, hovering in an unoccupied space within 5 feet of them.

For the next minute, the first time a creature with a drone assigned to them is reduced to 0 hit points, you can use your reaction allow the drone to cause the target to drop to one hit point instead and gain temporary hit points equal to your proficiency bonus. The drone’s medical supplies are then expended and it returns to your Dropship.

Starting at 10th level, the creature is also placed under the effects of the haste spell until the end of their next turn and do not suffer the lethargy at the conclusion of the effect.

You can use your bonus action on each of your subsequent turns to move one drone to another creature that does not currently have a done assigned to them.

Once you have used this Orbital Deployment, you cannot do so again until you complete a long rest.

Medical Equipment Master

Starting at 7th level, you know how to utilize medical equipment to a far greater degree than others in your field. You gain the following benefits:

• The first time you call in a first aid kit from your Dropship Supplies, you gain twice as many kits.

• You can utilize a first aid kit on a creature that is not dying.

• When you use a first aid kit on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

• Creatures can gain healing from a first aid kit that you administer to them even if they have gained the benefits of a first aid kit already.

• You can treat a healer’s kit as if it were a first aid kit, but the healing is reduced to 1d4 + 1.

Guardian Bots

Starting at 15th level, you have created a protective guardian for either yourself or any ally. You gain an HB-2249 Guardian Integration. This integration can be worn by any creature regardless of armor type, but must wear still wear the accompanying backpack if it is not integrated normally.

The turret comes with a special magazine, which can be loaded as an action with up to ten charges of a first aid kit or healer’s kit. When the turret makes an attack, you can choose for it to instead target an unconscious allied creature. If the creature is within the turret’s range, the creature is shot with healing injections, regaining 1d8 + 2 hit points.

If your turret is ever destroyed, you can call in a new one for free with your Dropship Supplies.

Medic Master

Starting at 20th level you have become a master of aiding the wounded and keeping the injured alive in the heat of battle. You gain the following benefits:

• You can use a first aid kit as a bonus action instead of an action.

• When you utilize a first aid kit, you can expend one or more of the additional charges to increase the healing received by 1d8.

• When you heal a creature that is dying, the creature becomes under the effects of the haste spell until the end of their next turn and do not suffer the lethargy at the conclusion of the effect.


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