Fighter
Base Class: Fighter

Field medics are often among the most selfless and respected members of soldiery, braving great peril and danger to tend to their charges. Tireless and undaunted in the pursuit of their duties, these healers operate expertly and with great skill under the duress and chaos of the battlefield.

Medical Training

At 3rd level, when you choose this archetype, you gain proficiency in the Medicine skill. Your proficiency bonus is doubled for any ability check you make that uses the Medicine skill.

Additionally, whenever you make an ability check to stabilise a creature, or expend a use of a healer's kit, you may do so as a bonus action.

Medicinal Packs

Also at 3rd level, you use your knowledge of medicine to design and construct small medicinal packs. You have a number of packs equal to your Wisdom modifier that you can carry at a time. Only you have the skill to properly handle them, and a pack that is not on your person falls apart and is unusable at the start of your turn.

As a bonus action, you can apply a pack to a creature within 5 feet of you, or toss it to a creature within 30 feet of you who can then use the pack on their turn as a bonus action. A creature affected by a pack regains a number of hit points equal to 1d6 + your fighter level.

You can remake your packs over the course of a long rest.

The number of dice your medicinal packs heal increases to 2d6 at 7th level, 3d6 at 10th level, and 4d6 at 15th level.

Introduction to Anatomy

At 7th level, you can use your careful study of physiology to strike at weak points in your foes. When you roll damage dice for a weapon attack, you can change on of the rolled dice to be its maximum value instead.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Second Opinion

At 7th level, your Medicinal Packs are now equipped to deal with a variety of conditions, ensuring your patients can remain fighting fit.

When you or another creature uses one of your Medicinal Packs, instead of healing, they can choose to cure one of the following conditions: Blinded, Charmed, Frightened, Paralyzed, or Poisoned.

Quick Respite

At 10th level, your application of medicine does not interfere with your own ability to recover from injuries. When you apply or toss a Medicinal Pack, you may use your Second Wind feature as part of the same bonus action.

Experimental Procedure

At 15th level, whenever a creature receives the benefits of one of your Medicinal Packs, it receives one of the following additional effects of your choice:

Adrenaline. The creature's movement speed increases by 20 feet on its next turn.

Amphetamine. The creature has advantage on the next ability check, attack roll, or saving throw it makes within the next minute.

Morphine. The creature gains 10 temporary hit points, which are lost after 1 minute.

On Call

At 18th level, you have mastered the art of quickly acting under pressure to help your allies. When you use your Action Surge feature, you also gain an additional bonus action.

Clear!

At 10th level, your study of medicine lets you bring someone back from the brink of death. As an action, you can return a creature that has died within the last minute to 1 hit point. You must expend 300gp worth of specialised medical equipment that you have prepared before to do so. This procedure cannot return life to a creature that has died of old age, and it does not restore missing body parts.

Once you use this feature, you cannot do so again until you finish a long rest.

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