Base Class: Fighter
While other fighters focus on honing their offensive or defensive capabilities, you know your strength is in your allies, and more importantly keeping them in the fight. As a Field Medic, you gain capabilities and tools to nonmagically heal and buff yourself and your allies.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill, and gain a healer's kit.
Whenever you make a Medicine check, you can add you Intelligence modifier (in addition to your Wisdom modifier) to the roll.
Tactical Healing
Starting at 3rd level, you gain additional ways to use a healer's kit. Stabilizing an ally with it now only requires a bonus action.
Additionally, you gain a number of Tactical Healing charges to expend using your healing kit, equal to your Intelligence modifier plus your proficiency bonus. These charges can be expended to fuel various abilities using your healer's kit.
You regain both Tactical Healing charges as well as regular healing kit uses after you finish a long rest. You also regain one Tactical Healing charge when you reduce a creature to 0 hit points.
Healing Touch
Starting at 3rd level, whenever you take the attack action, you can choose to expend one Tactical Heal charge in place of one of your attacks. By expending this charge, you may heal any creature you can touch for 2d6 hit points. You can choose to expend subsequent charges by replacing subsequent attacks.
The hit points restored by this feature increases to 3d6 at 18th level.
Empowering Touch
At 3rd level, you can use your healer's kit to empower your allies. As an action, you can spend two Tactical Healing charges to grant an ally one of the following effects for one minute:
Vitality. The affected creature can add 1d4 to any saving throw it makes. When the affected creature succeeds a save that would have resulted in them dropping to 0 hit points, you regain one Tactical Healing charge.
Strength. The affected creature can add 1d4 to any attack and spell attack rolls it makes. When the affected creature reduces another creature to 0 hit points, you regain one Tactical Healing charge.
A creature cannot benefit from both effects at the same time, but multiple creatures can be affected at the same time.
Bolstering Wind
At 7th level, you learn to empower others the way you can empower yourself. Whenever you use your Second Wind ability, you can expend a Tactical Heal charge to grant an ally within 30 feet of you temporary hit points. The amount of temporary hit points they gain is half of what you healed using Second Wind.
You can expend additional Tactical Heal charges to target additional allies, as long as they are within 30 feet of you and can see or hear you.
At 18th level, affected creatures (including yourself) also gain resistance to the damage from the next attack that hits them.
Power Surge
At 10th level, you master the balance of offense and support. Whenever you use your Action Surge ability, you may choose to expend five Tactical Heal charges. Record whatever damage you deal with attacks you take after using Action Surge. You gain a pool of hit points equal to this damage for one minute, that you may distribute to any amount of allies within this time by touching them as a free action.
Strength in Numbers
Starting at 15th level, your resolve strengthens that of your allies. Whenever you use your Indomitable feature, you can expend 3 Tactical Healing charges as a reaction to choose one ally who failed their saving throw and grant them a reroll.
Additionally, if you succeed a saving throw, you can choose to forfeit your successful roll to an ally who failed that same saving throw, turning your success into a failure and their failure into a success. When you do this, you regain two Tactical Healing charges. You can do this once per long rest.
Avatar of Health
Starting at 18th level, your abilities to bolster and heal allies rival that of your peers. You gain the following features:
Greater Stabilization. When you stabilize a creature with your healing kit, they are healed for an amount of hit points equal to half your fighter level plus your Intelligence modifier (rounded up), and have resistance to the next source of damage they may take.
Calm Before the Storm. After using your Healing Touch, you may add your Intelligence modifier to your next attack and damage roll.
Periapt of Life. Whenever a Field Medic feature has you expend a number of Tactical Healing charges, you may double the charges spent to double the effect of that feature. For example, your Healing Touch using Periapt of Life would now restore 6d6 hit points, at the cost of 2 charges of Tactical Healing.
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