Field Medic

ORCISH ARMY  |  NEWLY TRAINED SOLDIER

Field medics accompany Orcish troops into danger to treat wounds, stabilize casualties, and evacuate the injured. You can fight when necessary, but your most important decisions concern whom to treat, when to spend scarce mana, and how much of your own strength to risk for someone else.

Your spellcasting modifier is WIS.

Starting character statistics

StatisticStarting rule
Hit points12 + 2 × CON modifier
Proficiency bonus+2
Advanced first aidMedicine expertise (double proficiency bonus). Stabilize a creature at 0 HP automatically as an action, using 1 kit use. Apply a field dressing in 1 minute: DC 10 Wisdom (Medicine), restore 1d6 HP on success, once per injury episode; each attempt uses 1 kit use.
Natural healing5 HP per 24 hours; no Hit Dice healing. See General Rules — Health, Recovery & First Aid.
Saving throw proficienciesConstitution, Wisdom
Skill proficienciesSurvival (basic army fieldcraft), Medicine, Insight
Armor proficiencyLight armor, medium armor
Weapon proficiencySimple weapons and shortsword
Weapon masteryNone

Issued arms and equipment

ItemStandard issue
SidearmShortsword (1d6 piercing)
Thrown weapons4 javelins (1d6 piercing; range 30/120 ft)
ProtectionChain shirt (AC 13 + DEX modifier, maximum +2), helmet; no shield
Medical suppliesHealer’s Kit (20 uses, including bandages and field dressings); splints and surgical instruments
Specialist deviceCasualty Evacuation Disk (see below)
Field kitUniform, boots, bedroll, blanket, mess kit, waterskin, 3 days’ rations
IdentificationIdentification tag, unit insignia, medical insignia

Casualty Evacuation Disk

A compact, approximately 8-inch device projects a horizontal 7 × 4 ft supporting field when activated (bonus action; no mana). The field activates only in unobstructed air and cannot intersect objects or creatures. It carries one wounded soldier and equipment, hovering at an operator-selected height from ground level to 4 ft; height can be adjusted without an action. The disk follows its operator at up to 30 ft per round while within 30 ft. It can negotiate ordinary obstacles: for example, it can cross any terrain a Medium humanoid could cross unaided, even difficult terrain, without a movement penalty. It cannot be used to cut, ram, or crush objects. If its operator is incapacitated, it settles gently to ground level. AC 15; 20 HP.

Military spells taught during training

Close Wound  •  4 mana

Casting: Action   |   Range/target: Touch, another creature   |   Duration: Instantaneous
Restore 1d8 + your spellcasting modifier HP to the target.

Life’s Anchor  •  3 mana

Casting: Reaction   |   Range/target: Creature within 30 ft dropping to 0 HP   |   Duration: Instantaneous
The target becomes stable instead of making death saving throws.

Purge Toxin  •  5 mana

Casting: Action   |   Range/target: Touch, another creature   |   Duration: Instantaneous
End the Poisoned condition caused by an ordinary toxin, or neutralize one nonmagical poison in the target’s body.

Mend Flesh  •  6 mana

Casting: 1 minute   |   Range/target: Touch, another creature   |   Duration: Instantaneous
Restore 2d8 HP, or repair a relatively minor physical injury such as a deep laceration or uncomplicated fracture.

Borrowed Strength  •  5 mana

Casting: Action   |   Range/target: Touch, another creature   |   Duration: Instantaneous
Transfer up to 8 of your current HP to the target, restoring the same amount to them (up to their HP maximum). The transferred HP come directly from your own current HP, not temporary HP, and cannot be reduced or prevented. You must remain above 0 HP after the transfer.

Magical healing cannot target its own caster. The GM also prohibits two or more medics from repeatedly healing one another to generate unlimited HP; this is a gameplay restriction, not a loophole challenge. Players are invited to suggest an in-world explanation. All spells use the normal Orcish mana/HP casting rules, including HP payment for mana shortfalls.