
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
| Statistic | Starting rule |
| Hit points | 12 + 2 × CON modifier |
| Proficiency bonus | +2 |
| Advanced first aid | Medicine 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 healing | 5 HP per 24 hours; no Hit Dice healing. See General Rules — Health, Recovery & First Aid. |
| Saving throw proficiencies | Constitution, Wisdom |
| Skill proficiencies | Survival (basic army fieldcraft), Medicine, Insight |
| Armor proficiency | Light armor, medium armor |
| Weapon proficiency | Simple weapons and shortsword |
| Weapon mastery | None |
Issued arms and equipment
| Item | Standard issue |
| Sidearm | Shortsword (1d6 piercing) |
| Thrown weapons | 4 javelins (1d6 piercing; range 30/120 ft) |
| Protection | Chain shirt (AC 13 + DEX modifier, maximum +2), helmet; no shield |
| Medical supplies | Healer’s Kit (20 uses, including bandages and field dressings); splints and surgical instruments |
| Specialist device | Casualty Evacuation Disk (see below) |
| Field kit | Uniform, boots, bedroll, blanket, mess kit, waterskin, 3 days’ rations |
| Identification | Identification 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.