Base Class: Fighter
Lacking the magical knowledge of wizards or the divine power of clerics, the battle medic is never the less called to heal their allies on the battlefield.
Whether you were trained as a military medic, or were raised by the village healer, you use your knowledge and experience to staunch bleeding and stave off infection. Though not miraculous, your efforts can still mean the difference between life and death for your companions. A successful battlefield medic has a keen eye for triaging casualties and a willingness to run toward danger, bandages in-hand.
Triage
3rd-level Battle Medic feature
When you choose this archetype at 3rd level, you learn to asses a creature's condition at a glance. You can use a bonus action to make a Wisdom (Medicine) check to learn the relative health of each creature within 60 feet. At 11th level this check uses a free action, instead.
Also, you gain proficiency with the Herbalism Kit and the Medicine skill if you don't already have it.
Medic!
3rd-level Battle Medic Feature
Keeping a squad on it's feet requires constant attention. When moving towards the most injured ally, your speed increases by 10 feet, and opportunity attacks made against you are made at disadvantage when you are moving in this way.
When a friendly creature falls unconscious, you can use your reaction to move up to half your speed towards that creature. This movement doesn’t provoke opportunity attacks. On your next turn, you may use a Healer's Kit or a Potion of Healing as a bonus action.
Perseverance
7th-level Battle Medic feature
At 7th level, you gain proficiency in the Sleight of Hand and Survival skills if you don’t already have it.
Additionally, you've learned to inspire others to push through hardships. You can now use your Second Wind ability a number of times equal to your proficiency bonus per long rest. As an action, you can expend one use of Second Wind while touching a willing creature to remove one level of exhaustion from that creature. You regain all expended uses after a long rest.
Custom Kit
10h-level Battle Medic feature
Your experience treating injuries has enabled you to customize your Healer's Kit. After reaching 10th level in this class, you can spend an hour of light activity preparing your customized Healer's Kit. Preparing the kit consumes 25 gold worth of medical supplies per use restored.
In addition to it's base abilities, you can expend 2 uses of the kit to get one of the following benefits:
- You or a willing creature within 5 feet of you regain hit points equal to 4d4+4. This increases by 1d4+1 at 13th level, and again at 17th level.
- End either one non-magical disease or one condition afflicting a willing creature within 5 feet. The condition can be blinded, deafened, paralyzed, or poisoned.
Relentless Aid
15th-level Battle Medic feature
If another, friendly creature within 30 feet of you would be reduced to 0 hit points, you may use your reaction and one use of your Second Wind ability to grant that creature a number of temporary hit points equal to 1d10 + your fighter level.
Nightingale
18th-level Battle Medic feature
After 18th level, as an action, you prepare your equipment and commit yourself to aiding the wounded. While this feature is in effect, you gain the following benefits:
- You can replace any attack you would make with the use of an item or ability that restores hit points.
- Your move speed increases by 10 feet.
- Opportunity attacks made against you are made with disadvantage.
This effect ends after 10 minutes, when you deal damage, or when you force another creature to make a saving throw, and can't be used again until the next time you roll initiative.
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