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Hiron

9 Level (0/64000 XP for level-up) Mechanical Symbiosis Background Automaton Race / Species / Heritage Neutral Alignment
Medical Robot
Level 9
Hit Dice: 9/9
1d8+1 Class 1

STR
16
+3
DEX
12
+1
CON
12
+1
INT
24
+7
WIS
8
-1
CHA
8
-1
57
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
11 / 11
Healing Charges
+8 Expertise Bonus
+4 Proficiency Bonus
+7 Strength
+1 Dexterity
+1 Constitution
+11 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+7 Arcana INT
+7 Athletics STR
-1 Deception CHA
+7 History INT
-1 Insight WIS
-1 Intimidation CHA
+11 Investigation INT
+15 Medicine INT
+11 Perception INT
skills
+7 Medicine WIS
+7 Nature INT
+7 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+7 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Electric Scalpel Scalpel +5 DEX 1d4+1d4Electric+1 Piercing
 DEX save DC (8+7), +1 tech aptitude
Scissors +5 DEX 1d4+1 Slashing
Syringe +5 DEX 1d6+1 Piercing
 can be infused with chemicals
Bonesaw +7 STR 1d8+3 Slashing
Sewing Needle +5 DEX 1+1
Attacks
As a Android, you have these special traits.

Age. An Android is at least 1 year old. While the Android receives proper maintenance and part replacements they're functionally immortal. You are immune to magical aging effects.

Machine Brain. Ability Score Increase. Your Intelligence score increases by 2 and one other ability score of your choice increases by 1. Your maximum Intelligence score increases by 2.

Robotic Entity. You are (mostly) constructed from metal components and are Resistant to Poison and the Poisoned condition. You do not need to sleep, eat or drink but need to keep your power source charged. In some cases food can charge the Android.

Sleep Mode. You do not sleep but enter a lower power state for 4 hours to recharge and process information. If you remain active for 24 hours instead of taking a level of Exhaustion you lose 1 Hit Dice that can be spend during a Short Rest. You cannot be put to sleep against your will magically or otherwise.

Sturdy Build. You have incorporated armored plates onto your body increasing your AC by 1. This armor can be improved by integrating armor you're proficient with increasing your base Armor Class.

Updated 2024 Medic as base

As a Level 1 Character:
Recharge: Use INT Modifier to replenish your medic charge once per day
Combat Medicine: Use a Medicine Bag to heal a creature for 1d8 + Intelligence modifier + Proficiency Bonus per Charge up to your max Healing Dice. If the creature is at 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier, 1 hit point at minimum. You become Proficient in Medicine and can use your Intelligence Modifier if higher.
Triage: During a short rest companions with less than 50% of their maximum health heal an extra hit dice for free.
Stabilize: As a Bonus Action stabilize a creature within 5 ft and they stop making Death Saving Throws but remain at 0 hit points until they take damage again.
Bonus Action: Dash or Disengage


Level 2: Healing Tinctures
You gain the ability to create Healing Tinctures. During Down Time or Long Rest make a Medicine Check, on a success you can create up to a number of tinctures equal to your Intelligence modifier. On a Critical Success you create double your Intelligence modifier. This consumes 1 Medicine Bag charge or the components listed per poison created. Refer to the Crafting - Medic table.

Basic Healing Tincture: These tinctures can be given to other creatures or used by yourself and stay effective for 24 hours. Consuming a tincture restores hit points equal to 1d6 + your Intelligence Modifier + Proficiency Bonus.

Level 2: Target Weakpoint
You use your knowledge of anatomy to target a weak point in a creature. You deal additional damage according to your Target Weakpoint Die with a Finesse weapon you're Proficient with once per turn.

Level 3: Medic Subclass - Surgeon
You gain a Medic subclass. For the rest of your career, you gain each of your subclass’s features that are of your Medic level or lower.

Level 3: Create Poison
You gain the ability to create Poison. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Poison vials equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.

Basic Poison vial: A creature that consumes a Poison vial or is hit by a melee or thrown weapon coated with it must make a Constitution Saving Throw against the crafter's DC8 + Proficiency Bonus + Intelligence Modifier. On a failed save, the creature takes 2d6 poison damage and gets the Poisoned condition for 1 minute. On a successful save, the creature takes half damage and is not poisoned.

Level 3: Create Drugs
You gain the ability to create Drugs. During Down Time or a Long Rest make a Medicine Check, on success you can create a number of Drugs equal to your Intelligence Modifier. On a Critical Success you create double your Intelligence modifier. This consumes 2 Medicine Bag charges or the components listed per poison created. Refer to the Crafting - Medic table.


  • Anesthesia: The target falls asleep, higher dosage could cause lethality 1 dose is 1d8 worth of hitpoint (con save).
    Truth serum: The creature has roll (wis save) or be forced to tell the truth.
    Heightened Senses: The creature gains advantage on Perception and Investigation checks for 1 hour.
    Performance Enhancers: a creature gains advantage on Athletics or Acrobatics checks.
    Silver Tongue: a creature gains advantage on Persuasion or Deception checks


Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 8, 12, and 16.
Int upgraded to 20

Level 4: Purge Ailment
Use a Bonus Action to cure a willing creature of the Poisoned, Stunned or Incapacitated Condition. This uses one Medicine Bag Charge.

Level 5: Resuscitate
Spend a full turn and 2 Medicine Bag Charges to revive a character that has been dead less than 1 minute. It doesn't restore limbs or severed body parts. When the character is revived it has 1 hitpoint and takes 1 level of Exhaustion.

Level 5: Extra Bonus Action
You gain an additional Bonus Action and have 2 Bonus Actions per turn.

Level 6: Invigorate
Use a Bonus Action to give a willing creature Temporary Hitpoints equal to your Proficiency Bonus and your Intelligence Modifier by spending one Medicine Bag Charge. You can only give a creature this bonus once per Long Rest.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic levels 12, and 16.
Int upgraded to 22

Level 9: Panacea
Use a Bonus Action to cure a willing creature of the Blinded, Charmed, Deafened, Exhaustion, Paralyzed or Petrified Condition. This uses two Medicine Bag Charge.

Level 10: Reliable Medicine
You cannot roll under a 10 when making a Medicine Check.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Medic level 16.

Level 13: Improved Combat Medicine
You become an expert at healing during combat. You can re-roll one's and two's on your Healing Dice and you must take the new result.

Level 14: Two Extra Bonus Actions
You gain another extra Bonus Action. You now have 3 Bonus Actions per turn.

Level 15: Adrenaline Shot
You can administer a medical cocktail to a creature making Death Saving Throws that brings them back to 1 Hit Point, they get Temporary Hit Points equal to your Medic Level and become Hasted. This lasts for a number of rounds equal to your Proficiency Bonus. You lose the Temporary Hit Points after this effect passes and will drop back to 0 Hit Points if not healed. This consumes one Adrenaline vial.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Reanimate
You can reanimate the dead through Medical Science. You must spend 8 hours repairing and replacing body parts that are missing or have been damaged. The creature you reanimate will not return the same way it was before. The DM decides how this creature comes back from the dead and what features and disabilities it has.

Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Miracle Cure
Once per day you can cure all negative conditions and restores all Hit Points to a creature. They gain Temporary Hit Points equal to your Medic Level until their next Long Rest.

Surgeon Feats

Level 3: Surgery
Use your Surgery tools to stitch up a creature. During a Short Rest you can take 10 minutes and heal a creature equal to your Proficiency Bonus + Intelligence Modifier. The creature can still benefit from triage and spending its own Hit Dice.

Level 7: Improved Triage
You can perform emergency triage in the heat of battle. When a creature is below 50% of their Hit Points you can add a free d8 to your Combat Healing.

Level 11: Bionics
You can replace a creatures limbs or organs with mechanical components. Make a Medicine Check during Down Time or a Long Rest to install the new body parts. On failure, a body part can be lost or even death can occur.

Level 17: Master Surgeon
During a Short Rest, you can restore one creature to full Hit Points. You can only perform this surgery once per creature until they've completed a Long Rest.

Features & Traits
Healer's kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1026, Platinum: 0 Money
Common, Robotic, Zeherite

Languages & Proficiencies
Efficiency above all else. Created to be the ultimate humanoid robot for medical purposes (including other mechanical creatures)

Personality Traits
Heal anyone that needs assistance. Remove all obstacles as deemed necessary

Ideals
Too efficient, will stop at nothing to achieve optimal result. Whatever means or cause necessary

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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