Fighter
Base Class: Fighter

An arrow flies out from the treeline, signaling the start of the ambush. The arrow soars through the air and pierces her comrade's shoulder, dislocating their arm, and causing her companion to fall in pain. There is no time to think, only act. She rushes forward, shield at the ready and blocking the full arrow volley from striking her downed companion. Dragging her comrade behind the wagon while deflecting with the shield, she performs first aid with lightning fast efficiency, stabilizing the broken shoulder for the time being. She forces an imbued healing potion down her friend's gullet to recover their strength, and together, they prepare to launch a counterattack against their ambushers.

The combat medic is trained to perform emergency first aid in the heat of battle, protecting their teammates through triage and injury mitigation. Their tool set enables them to bring the most out of their teammates and stay in the fight as long as possible.

Any accusations that combat medics are simply better trained Purple Dragon Knights/Bannerets will be promptly dismissed and thrown out.

First Aid Specialist

Beginning when you choose this archetype at 3rd level, your movement is not impeded as a result of grappling dying allies (difficult terrain would still apply). Dying allies you are grappling do not trigger attacks of opportunity (although this is already the case RAW/RAI).

First Aid: Whenever you use the Second Wind feature, you may add an additional d10 to the number of hit points healed. Additionally, you may divide the healing from Second Wind among yourself and one ally within 5ft of you. 

Improved First Aid

Starting at 7th level, you may add your Fighter level to the amount healed from Second Wind.

Battlefield Guardian

Starting at 7th level, when you use the Protection fighting style reaction to impose disadvantage on an attack, you may additionally add your shield's armor class bonus to the creature you are protecting for that attack. You are able to use the Protection reaction against melee attacks with Reach so long as you are within 5ft of the target of attack.

Rallying Shout

At 10th level, you can belt rallying cries of victory during moments of strength. Whenever you Action Surge, you may have allies of your choice who can hear you within 30ft gain temporary hit points equal to your proficiency bonus and resistance to all physical damage (magical and non-magical bludgeoning, slashing, piercing). This physical damage resistance lasts until those creatures lose the temporary hit points gained from this feature.

When you use this feature, you cannot do so again until you complete a short or long rest.

Walk it Off/Aggressive Administration

Starting at 15th level, your quick-thinking and first-aid prowess grants you two tools to keep your allies in the fight.

Walk it Off. If an ally within 15ft of you would be left at 0 hit points at the end of a turn, you gain and may use a special reaction to coax out any remains of stamina within them to heal them by 1 hit point. You cannot use this special reaction on the same turn you used a reaction. Once you use the special reaction portion of this feature, you cannot use it again until you complete a short or long rest.

Aggressive Administration. In lieu of performing one of your Extra Attacks, you may throw one of your healing potions at an ally within 30ft of you, they benefit from the healing potion as if they drank it with double the healing die rolled(2d4+2 becomes 4d4+2). Once you use this feature, you cannot use it again until you complete a short or long rest. As an example: if you have more than one extra attack after using an Attack action, you may replace one of those extra attacks with the potion throw.

No One Left Behind

At 18th level, you can temporarily double down on your resolve to make sure your teammates leave a fight in one piece. As a bonus action, you may enter a state of "No One Left Behind" or NOLB for 1 minute. While in this NOLB state, you gain two additional uses of the Indomitable feature which disappear after exiting the state. Once per turn while in this state you may have an ally within 30ft of you reroll a failed saving throw and taking the new result, using up one of your uses of Indomitable.

Once you use this feature, you must complete a long rest before you may use it again.

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