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Yutani Science Officer in Dungeons & Dragons 5e

Yutani Science Officer


Hit Points

Hit Dice: d8 per Yutani Science Officer level
Hit Points at first Level: 8+1d8+Constitution Modifier
Hit Points at Higher Levels:

Proficiences

Armor: Energy, Personal
Weapons: Simple Ranged
Tools: Vehicles, Medical Equipment, Scanners
Saving Throws: Wisdom, Constitution
Skills: Choose four from: Diagnostics (Arcana) Medicine Mechanics (Animal Handling) Perception History Insight Xenobiology (Nature) Investigation

Class Features

Admire the Purity: You may attempt to analyze and attempt to determine the nature of the alien threat. While you can see the Xenomorph (including through visual monitors or scanners), you may spend 1 action and 1 bonus action to make a DC 18 Xenobiology check with advantage. If you succeed, you may learn either one of the following: its HP max, its AC, or its move speed. Or you may learn any two of the following: any of its ability scores, its senses, or the details of one of its attacks. If you succeed the initial check by 5 or more, you learn the entire statblock of the xenomorph, and may reference it as needed. You can additionally make the Xenobiology check if you examine the corpse of a humanoid killed by the xenomorph for 1 minute. However this check is not made with advantage.
Needs of the Many: You know the location of the medbay on the ship, as well as all emergency medical kits placed throughout the ship. Additionally, when you stabilize a creature at 0 HP, it instead goes up to 1 HP.
Not Game Over Yet: You can save a person from the brink of death, using miniature cryogenic capsules contained in your Medkit. You can spend three rounds administering to a 'dead' creature that died less than one minute ago. Each round the creature must make a death save, with the threshold at 11 rather than 10. You may expend a Medsyringe to give the creature advantage on this roll. Critical fails and successes count as 2 fails or successes. Similar to a death saving throw, if the creature fails 3 times, it is dead permanently and the feature may not be reused on that creature. If the creature succeeds 3 times, it is saved from death's door and is stable at 1 HP, but is unconscious for 1d6 minutes. If this feature is used on a creature more than once, the death threshold is raised by 1 again. All raises are permanent, even if the creature is making a normal death save. You may use this feature a number of times equal to your Wisdom modifier. You do not regain uses of this feature ever.


Starting Equipment

3 Medsyringes (+1d4+2 HP as a bonus action)
Medical Kit
9mm Personal Protection Pistol
10 9mm bullets
Scanner
Weyland Yutani Biometric Passcard


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