Saving Throws.Dexterity +5, Wisdom +7. Elara gains advantage on any saving throws against disease or poison and adds her proficiency bonus to Constitution saving throws against such effects. Elara has a +2 bonus to Constitution saving throws in hot environments.
Aturen Naturalist. Whenever you make an Intelligence (Science) check that involves an ecosystem and the creatures within, you add +TD to the check.
Swamp Origin - Patient Hunter. You may use your Wisdom modifier instead of your Dexterity modifier when making Stealth skill checks.
Preservationist Origin - An Eye for Nature. You gain advantage on Intelligence and Wisdom checks to identify the properties of plants.
Medic - First Aid.Your extensive training in field medicine allows you to rapidly provide aid to a wounded team member. When you use a med kit to heal, you add your Proficiency bonus to the healed amount. In addition, you may use a med kit to heal a wounded team member as an action (rather than during a short rest). Med kits cannot heal the target again until after a short rest.
Medic - Triage.You can observe a character's current physical condition as a bonus action with a DC 20 Medicine check. If successful, you learn the character's current and total HP as well as their total hit dice. You suffer disadvantage against a target if you are unfamiliar with its biology.
Medic - Unnoticed Field Medic.When you heal a team member using first aid, attacks against you suffer disadvantage until your next turn.
Medic - Man Down.While you are conscious and within 1m of a dying team member, they require one fewer death saves to stabilize.
Medic - Physician Heal Thyself.You may use a med kit on yourself as a bonus action.
Medic - First Response.You may add your wisdom modifier to the damage you heal with a med kit. In addition, you may use a med kit to heal a scuffed team member as an action (rather than during short rests).
Procedure - Controlled Stimulants. As an action, you may use your med kit to head 1d4 levels of exhaustion. A character may not benefit from this ability again until they have taken a long rest.
Procedure - Crash Training. You may use a Med Kit to revive a character who has been dead for a number of rounds up to your Proficiency bonus with a successful DC 25 Medicine check. You may attempt this check once per round.
Feat - Exceptional Expertise (Medicine). You double your proficiency bonus when making a Skill check with the selected skill.
Feat - Tranquilizer Concoction. You add your proficiency bonus to the Constitution saving throw DC of your tranquilizer weapons.
Feat - Unusual Approach (WIS, Science). You use the selected ability modifier when making a Skill check with the selected skill.
Feat - Weapon Proficiency (Longarms). You gain proficiency with the selected weapon.
Feat - Battlefield Medicine. When you use a Med Kit to heal a target during a rest, they also heal 1 point of Strength, Dexterity, or Constitution damage in addition to the HP damage healed. A character may not benefit from this ability again until after a long rest.
Procedure - Sedatives.Melee Weapon Attack. Hit +5. Effect 1d6 fatigue (DC 17 Constitution Save). Finesse A target brought to 6 levels of fatigue with this ability is unconscious instead of dead.
Tranquilizer Pistol (TL2 Sidearm).Ranged Weapon Attack. Hit +5, Effect 1d3 exhaustion (DC 15 Con Save). Range 50m/100m. Capacity 15. Reload 1 action. Pistol. Tranquilizer. Included in Base Kit.
M4-T Tranquilizer Rifle (TL2 Longarm).Ranged Weapon Attack. Hit +5, Effect 1d3 exhaustion (DC 15 Con Save). Range 200m/1800m. Capacity 60. Reload 1 action. Extended Capacity, Laser/Reflex Sight, Scope. Tranquilizer.
Med Kit. As an action or during a short rest, heal one scuffed target creature 2d4+7, heal one wounded target creature 2d8+7, or heal 1d4 levels of exhaustion from one target creature. Additionally, you can use a Med Kit to revive a character who has been dead a number of rounds up to your Proficiency bonus with a successful DC 25 Medicine check. You may attempt this check as an action once per round.