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. Battle medics gravitate towards adventuring life easily, as their focus is usually to both fight creatures and help their allies.

Spell Casting

By 3rd level, you have learned to draw on arcane magic and turn it into divine magic to cast spells.
Preparing and Casting Spells:

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

table

You prepare battle medic spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of battle medic spells equal to your Wisdom modifier + your battle medic level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of battle medic spells requires time spent in meditation of your previous training. At least one minute per spell level for each spell on your list.

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 natural arcane affinity into divine magic. 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

Ritual Casting:
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.
Spellcasting Focus:
You can use your melee martial weapon as a spellcasting focus for your battle medic spells.

Medical Training

At 3rd level, your extensive medical training has made you a more effective healer, you have learned to always be quick in getting to the frontlines to help others in need. Whenever you make a medicine check, you may double your proficiency bonus. Your base movement speed increases by 5 feet.

Honorable Protector

At 7th level, your battlefield prowess allows you to protect wounded allies.  While you are within 5 ft of an ally that has less than a quarter of its maximum hit points left, you gain the following benefits:

  • You have advantage on attack rolls against creatures within 5 ft of that ally
  • If an attack would be targeted at that ally, you can use your reaction to become the target of the attack instead
  • While within 5 ft of you, that ally gains 1 AC

Additionally, dragging an unconscious ally doesn't cost you extra movement.

Combat Healer

By 10th level, your prowess shows in both offense and defense. You can use your Second Wind feature the following ways.

  • You can target yourself or one creature within 5 ft
  • You gain 5 uses of this feature, but you can target a creature no more than once per short or long rest

Restoration Enchantment

At 15th level, you have learned 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 but have more pronounced effects as they represent raw restorative energy.

  • A battle medic can create a vial of healing once and must finish a short rest before creating another one. The maximum amount of vials that you may have enchanted at one time is equal to your Wisdom modifier (minimum 1).
  • Vials of Healing can be drunk or administered as an action. They remove one level of exaustion and heal a creature for 3d6 + your Wisdom modifier (minimum 1) hit points.

Pinnacle of Healing

Your training has pushed your mental and physical limits to new level and your control of healing magic reaches a new level. By 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.

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