Base Class: Fighter
The Field Doctor is a Fighter subclass created with the aim of breaking the expectations of the class: the Field Doctor brings utility and healing to Fighters and allows greater use of their bonus actions during combat. Not only that, the Field Doctor also brings greater use to the Healer's Kit and requires the character to have one to use his subclass characteristics.
The entire design of this subclass was based on the field doctors used during wars to save fallen soldiers without being at the mercy of not having combat experience to defend themselves from enemy attacks. It is for this reason that the subclass was written for the Fighter, this encompassed the concept of a healer who does not use magic to groom his companions, and who has the combat experience to defend himself from any enemies that may intervene.
The "Field Doctor" is one of several subclasses I'm making for my own free supplement, called "Polvinho's Guide to Something".
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the Medicine and Insight skills. If you are already trained in the skill(s), you can choose any other skill to be trained in instead.
Applied Medicine
Starting at 3rd level, you can apply your knowledge of medicine on the battlefield. As a bonus action on your turn, you can spend a charge from the Healer's Kit to heal a creature adjacent to you. The creature regains 2d8 + your Wisdom modifier (minimum 0) hit points. This healing scales as the class levels up, increasing the healing to 3d8 at 6th level, and again to 4d8 at 11th and 5d8 at 16th level.
Additionally, you no longer need to spend Healer's Kit charges to stabilize a creature that is at 0 hit points, as long as there is at least 1 charge.
Biotonic Tranquilizer
Starting at 7th level, you can aid allies who are suffering from illness. As a bonus action, you can touch a creature that has the blinded, poisoned, paralyzed, and deafened conditions and ends that condition(s). You can use the Applied Medicine trait while ending one or more conditions. You can use the Applied Medicine feature while ending one or more conditions, expending two Healer's Kit charges instead of one.
You can only use this feature a number of times equal to your proficiency bonus, and it regains its uses after a short or long rest.
Frontline
Starting at 10th level, when you hit a creature with a weapon attack, you can cause it to bleed and not be able to regain hit points until the start of your next turn. You can only affect one creature per round.
Additionally, you gain resistance to bludgeoning, slashing, and piercing damage.
First responder
Starting at 15th level, when an ally within 60 feet of you that you can see or hear becomes unconscious, you can use your reaction to move equal to your speed toward them without causing attacks of opportunity. You can use this feature once per ally, and it regains its use after finishing a short or long rest.
Additionally, your Healer's Kit doubles the amount of charges they have while you are wielding it. If another character takes your kit, it will only have half the charges it had when it was with you.
Angel of Death
Starting at 18th level, you have learned to use the vitality of beings to benefit those who truly need it. When a creature drops to 0 hit points within 60 feet of you, and you can see or hear it, you can spend your reaction to heal your allies. A number of creatures of your choice equal to your proficiency bonus, and who are not unconscious, regain hit points equal to half your Fighter level (rounded up). You can use this feature a number of times equal to your proficiency bonus, regaining its uses after a long rest.
Additionally, you gain advantage on death saving throws.
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