Base Class: Fighter
Field medics are often among the most selfless and respected members of soldiery, braving great peril and danger to tend to their charges or evacuate them to where they might be better helped. Tireless and undaunted in the pursuit of their duties, these healers operate with great skill under the duress and chaos of battlefield conditions. Beyond their obvious capability as healers, the cannier among them can employ their knowledge of anatomy and medicine to bolster their likewise notable capacity to inflict harm.
Field Medicine
When you choose this archetype at 3rd level, you are initiated into the fundamentals of field medicine.
Drawing or stowing a healer's kit costs you no action.
As an action or bonus action, you can stabilize a creature within your reach, or expend one use of a held healer's kit to allow it to spend Hit Dice up to your Wisdom modifier (minimum 1) as though it finished a short rest. If it does, it can't spend hit dice in this way again for 1 minute. The target regains extra hit points equal to half your medicine skill modifier for each Hit Dice spent in this way.
Further, you gain proficiency in the Medicine skill. Your proficiency bonus is doubled for this skill.
Intensive Care
At 7th level, your studies progress, allowing for more sophisticated treatments. You gain the following abilities:
Paramedicine: As an action or bonus action, you can spend one use of a held healer's kit, targeting a creature within your reach. If you do, choose an effect active on the target which normally ends on either a successful Constitution saving throw made on its turn, or on a successful Wisdom (Medicine) check. Make a Wisdom (Medicine) check with the DC equal to the chosen effect's DC. On a success, the chosen effect ends.
Field Surgery: As an action, you can spend one use of a held healer's kit to make a Wisdom (Medicine) check on a creature within your reach. The target regains hit points equal to the check result plus your Fighter level.
Swift Resuscitation
At 10th level, with a physician's skill, you learn how to forcibly wrench the recently dead back into their mortal coil.
As an action, you can spend one use of a held healer's kit to make a DC 25 Wisdom (Medicine) check targeting a dead creature within your reach. On a success, the target returns to life with 1 hit point if it's not an undead or construct, died within the last minute, and didn't die from old age. The target can't be revived in this way again for 1 minute.
Anatomical Studies
At 15th level, you can assess a foe's anatomy with great insight and precision, identifying key points of weakness.
As an action, you can make a Wisdom (Medicine_ check targeting a creature you can see with a DC equal to 10 plus the target's distance from you in feet. If you succeed on this check, you know whether the target has at least half of its maximum hit points, if it's affected by any diseases or poisons, and any damage vulnerabilities, immunities, and resistances it has.
Further, until the end of your next turn, your weapon attacks against the target deal extra damage equal to your Medicine skill modifier.
Doctorate of Battle
At 18th level, your talents at life-saving triage and medicine become legendary. You gain the following benefits:
Field Surgeon: You can use your Field Surgery and Swift Resuscitation features as a bonus action. You can now use your Field Surgery feature twice between rests.
Ounce of Prevention: Your Paramedicine feature grants its target advantage on Constitution saving throws and resistance to poison and necrotic damage for 1 minute.
Pound of Cure: A creature revived by your Swift Resuscitation feature regains hit points equal to that feature's Wisdom (Medicine) check result plus your fighter level.
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