Base Class: Fighter
A casualty in war is imminent, costly, and tragic. For many soldiers on the fields of battle, the greatest and most difficult trial is not taking a life, but saving one. War medics are capable warriors trained extensively in the application of first aid to their allies. Able to effectively provide specialized care, stay mobile and defend the fallen, war medics are an invaluable boon to any military unit or adventuring party.
War Medic's Training
When you choose this archetype at 3rd level, you gain proficiency in the Medicine and Nature skills.
Additionally, you may use a bonus action to stabilize a dying creature, instead of a normal action.
Defend the Wounded
Starting at 7th level, you can more effectively protect those that are too injured to fight. When you end your movement within 5 feet of a Medium or smaller creature that is prone or unconscious, you may choose to grant them a bonus to their AC equal to your Strength modifier (minimum of 1). If you are wielding a shield, add its AC bonus as well. The bonus ends if the creature moves at least 5 feet away from you or stands up again. If the creature is hit by a melee weapon attack, you take half of the attack's damage.
Only one creature can benefit from this bonus at a time.
Additionally, your base walking speed increases by 5 feet, or 10 feet if you are not wearing medium or heavy armor.
Medicinal Practices
Starting at 10th level, you are able to creatively use the contents of a healer's kit to remedy more grievous wounds. You learn two of the following Medicinal Practices, which require an action and one or more uses of a healer's kit on a creature. A creature gains no benefits from a Medicinal Practice if they do not regain any hit points from it. You may expend healer's kit uses in this way a number of times equal to your proficiency bonus, and regain all uses after finishing a long rest.
You learn one additional Medicinal Practice at 15th level, and another at 18th level.
Antivenom
Expend 2 uses to heal hit points to a creature equal to 1d4 + your proficiency bonus and remove the poisoned condition from it.
Burn Treatment
Expend 1 use to heal hit points to a creature equal to 1d8 + your proficiency bonus. It gains resistance to fire damage until the start of your next turn.
Improvised Armor
Expend 2 uses to heal hit points to a creature equal to 1d4 + your proficiency bonus. It adds 2 to its AC until the start of your next turn.
Invigoration
Expend 3 uses to heal hit points to a creature equal to 1d4 + your proficiency bonus. The creature's attack rolls have advantage until the start of your next turn.
Laceration Bandage
Expend 1 use to heal hit points to a creature equal to 1d8 + your proficiency bonus. It gains resistance to slashing damage until the start of your next turn.
Puncture Bandage
Expend 1 use to heal hit points to a creature equal to 1d8 + your proficiency bonus. It gains resistance to piercing damage until the start of your next turn.
Revitalization
Expend 2 uses to heal hit points to a creature equal to 1d8 + your proficiency bonus. It adds 10 to its base walking speed until it rests or takes damage.
Urgent Aid
Expend 3 uses to heal hit points to a creature equal to 3d8 + your proficiency bonus.
Lifeline
Starting at 15th level, creatures you protect with your Defend the Wounded feature do not need to be prone or unconscious to gain its benefits. When a creature you are protecting moves away from you, you may use a reaction to follow it up to a distance equal to your speed for as long as you can stay next to it.
Surgical
At 18th level, your ability to tend to injury in the heat of battle is swift and precise. Whenever you use a Medicinal Practice, you may spend 1 additional healer's kit use to maximize the healing it offers.
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