Base Class: Fighter
Field Medics stride the line between soldier and saviour, cutting through the chaos of battle to reach the fallen. Mud and blood cling to their armour, but a wry grin often plays at their lips as they haul allies to safety or shove a sword into an enemy’s gut. Equal parts tactician, warrior, and healer, they are the heartbeat of any fighting force. On the battlefield, where life hangs by a thread, a Field Medic’s presence can turn the tide—sometimes with a stab of steel, sometimes with a patch, a potion, or a well-timed rallying cry.
Spellcasting
3rd-level Field Medic feature
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See the “Spells” rules for the general rules of spellcasting, and the cleric spell list for the spells you can choose from.
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 Field Medic Spellcasting table shows how many spell slots you have to cast your cleric 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.
Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice. The Spells Known column of the Field Medic Spellcasting table shows when you learn more cleric spells of your choice.
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
Intelligence is your spellcasting ability for your cleric spells, since you learn them through study and memorisation. You use your Intelligence whenever a cleric spell refers to your spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Field Medic Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
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 |
Triage Tactics
3rd-level Field Medic feature
When you restore hit points to an ally with a spell, you can immediately take the Help action targeting that ally. The Help action granted in this way can aid the ally’s next attack roll or ability check, as normal. If the healing spell affects multiple creatures, choose one to benefit from this feature.
First Aid, Second Strike
7th-level Field Medic feature
When you use your action to cast a spell that restores hit points to at least one creature, you can make one weapon attack as a bonus action. If the attack hits, you and the target of your healing spell each gain temporary hit points equal to the spell’s level + your proficiency bonus.
Battlefield Brace
10th-level Field Medic feature
When you restore hit points to a creature with a spell, that creature gains resistance to the next time it takes damage before the start of your next turn.
Evacuation Protocol
15th-level Field Medic feature
As a bonus action, you can move up to your speed toward a creature you can see that is at 0 hit points or has less than half its hit point maximum. When you reach that creature, choose one of the following options:
Rescue Dash. You and the creature can move up to half your speed without provoking opportunity attacks. You can move the creature without the normal extra movement cost for dragging or carrying a creature.
Rally Up. If the creature is prone, it can stand up without expending any of its movement.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rallying Surge
18th-level Field Medic feature
When you cast a spell that targets one or more allies, you can grant them an additional effect. Each target gains one of the following benefits (your choice for each target):
Rally. The target gains advantage on the next attack roll it makes before the start of your next turn.
Reinforce. The target gains temporary hit points equal to your fighter level.
Retreat. The target can move up to half its speed without provoking opportunity attacks.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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