Base Class: Rogue
As a Combat Medic, you specialize in providing essential medical support on the battlefield. Your expertise lies in swift healing and sustaining the lives of your allies through nonmagical medical techniques. However, your medical skills are not exempt from the benefits of magical intervention, and they can be bolstered by the application of magical healing methods from any source.
Master Medic
At 3rd level, your extensive medical training enables you to swiftly administer aid and healing in critical situations. You gain proficiency with the Medicine skill if you don't already have it. In addition, you gain proficiency with a healer's kit and an herbalism kit. In addition, you may use your Cunning Action to Use an Object, so long as that object is a bandage, pieces of a healer's or herbalism kit, or other healing activity. Finally, you cannot be scared away by gruesome sights. You are immune to Frighten effects from things that are visually terrifying as a result of blood, gore, or other bodily nastiness.
CPR
At 3rd level, your medical expertise allows you to sustain a dying creature's life through CPR. As an Action, you may begin administering CPR to one Dying creature within 5 ft of you. The creature must have no more than two failed Death Saving Throws at the time you begin compressions. On this first turn, during your initial Action, make a Medicine check, DC=15. On a success, the creature's threshold for death is increased from three to five failed Death Saving Throws. This effect lasts for as long as you continue compressions uninterrupted, up to one minute.
If the creature reaches the new threshold of five failures, the one-minute limit expires and a new, three-minute timer begins. During those three minutes, you must continue CPR uninterrupted. At the end of these three minutes, you must make a second Medicine check, DC=20 or one-quarter of the creature's Hit Point Maximum (whichever is higher). If this check is successful, the creature remains Unconscious but stabilizes and gains one Hit Point. If the compressions are interrupted or the Medicine check is failed, the creature dies. Regardless of the results of this heightened challenge, you take one level of Exhaustion at its end.
While administering CPR, you may not take any other Actions, Bonus Actions, or Reactions. You cannot move away from the Unconscious creature and may cast no spells with somatic or material components. Verbal component spells are difficult, taking double the time they would normally take to cast (one Action becomes two), and normal speech is extremely slow and difficult. If you take damage during this process, use the rules for Concentration checks to continue your work.
Emergency First Aid
At 13th level, your tactical medical training allows you to swiftly respond to calls for assistance on the battlefield. When an ally within 30 feet of you uses their Bonus Action to call "Medic," (or similar) you can use your Reaction to move up to your speed toward the call, provided that you can hear it and are not Incapacitated or Prone. This movement does not provoke Opportunity Attacks.
Surgical Strikes
Once you have observed a creature outside of combat for one minute, roll a Medicine check against the target's choice of Charisma or Dexterity check (Deception, Performance, Acrobatics, or Stealth). If successful, you are able to recall information about this creature (but not others like it) in combat. On your turn, if you have already used your Sneak Attack, you are able to use it again while targeting this creature. This option is available in any Attack, including Attack Actions, Bonus Action Attacks (for whatever reason), and Opportunity Attacks. At one time, you may hold this knowledge for a number of creatures equal to your Intelligence modifier (minimum 1).
Precision Restoration
At 17th level, your healing abilities have reached unparalleled mastery -- at a cost. As an Action, you can choose to expend your own Hit Points equal to your Rogue level to perform a Precision Restoration on an ally in 5ft of you. This ally is healed a number of Hit Points equal to a roll of your Sneak Attack damage (as shown on the Rogue table) plus your Intelligence modifier. Once you use this feature, you must complete a short or long rest before using it again. To complete this Action, you must be carrying a Healer's kit, Herbalism kit, or other healing utensils or devices.
Previous Versions
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