Fighter
Base Class: Fighter

Battle medics represent people who focus their energies on learning to heal and fight on the front lines. Where clerics receive their healing abilities from their deities, battle medics draw on arcane energy to mend injuries. Battle medics have learned to channel the of arcane energy into healing magic, while also taking up the sword and shield. While they know less spells than their cleric compatriots, they can stand at the front of any group alongside the warriors. 

Favored Patient

Choose two races of humanoid (such as dwarves and elves) as your favored patients. Alternatively, you can select one creature type as favored patient: aberrations, beasts, celestials, dragons, fey, fiends, giants, monstrosities, oozes or plants.

You have advantage on Wisdom (Medicine) checks made to treat your favored patients, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored patients, if they speak one at all.

Spellcasting

When you reach 3rd level, you infuse your combat style with powerful healing magic.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Battle Medic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Battle Medic Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your battle medic spells. The power of your spells come from your intensive training and turning your arcane spellcasting into healing energy. You use your Wisdom modifier whenever a battle medic spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the DC for a basic medic spell you cast and when making a attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Patch Job

At 3rd level, you have obtained more knowledge on how to successful patch small injuries including how to infuse small amounts of healing magic into them to make them heal quicker. By spending one minute patching up a creature, you may make a DC 15 Medicine check. On success, you heal that creature for an amount of hit points equal to half your battle medic level + your Wisdom modifier. You may use this feature a number of times equal to your Wisdom modifier and regain all uses after you finish a long rest. Additionally, you gain proficiency in the Medicine skill if you do not already possess it.

Medical Training

When you reach 7th level, your extensive medical training has made you a more effective healer. Whenever you use a spell of 1st level or higher to restore hit points to a creature or grant them temporary hit points, the creature gains 2 additional hit points or temporary hit points multiplied by the spell slot level used for the spell. Additionally, you can now add twice your proficiency bonus when you make a Wisdom (Medicine) check.

Restoration Enchantment

When you reach 11th level, you learn to infuse mundane vials of water with restorative energy for emergency uses, turning them into vials of healing. These vials essentially serve as healing potions.

A battle medic can create a vial of healing once and must finish a long rest before creating another one. You can only have up to two vials existing at a time, and they vanish if they are ever over one mile away from you.

Vials of Healing can be drunken or administered as an action. They heal a creature for 2d6 + your Wisdom modifier hit points, and grant the same amount as temporary hit points on the drinker's next turn. These temporary hit points last for 1 minute.

Shared Healing

At 15th level, you learn to extract strands of magical energy from your healing spells, redirecting them to yourself. When you cast a spell that restores hit points to a creature other than you, you regain hit points equal to your Wisdom modifier.

Transferred Energy

At 18th level, you learn to draw on your own vital energy to cast your spells. You may cast spells without expending spell slots. Each time you do so, you take necrotic damage equal to 2d10 multiplied by the spell's level, which cannot be resisted or avoided in any way. Each time you use this feature, the base damage increases by 1d10 (the damage increase is also multiplied by the spell's level). The damage resets to 2d10 when you take a long rest. You can also expend one Hit Die on a short rest to remove one level of damage increase. You cannot lower the damage more than twice per short rest like this, and it cannot go any lower than 2d10.

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