Base Class: Rogue
In times of war, may without the natural aptitude for magic are needed on the frontlines to heal and restore their fellow comrades. These individuals are known by many names, but the forces they serve call them field medics, a testament to their abilities to aid others even on the field of battle. Field medics train to both dispatch enemies and repair allies, learning to become skilled with every application of a blade.
Not all field medics have seen combat. Those who return from the field of battle share their craft with those who wish to learn it. This has evolved the practice into a widely respected craft across the lands.
Combat Medic Training
You gain proficiency in Medicine when you choose this subclass at the 3rd level. If you already have proficiency in Medicine, you can choose Alchemist's Supplies, Herbalism Kit, or one other Wisdom Skill instead to take proficiency in. You also gain the following benefits:
You can use the bonus action granted by your cunning action to use a healer's kit.
A creature you stabilize (with Healer's Kit or Medicine check) that isn't healed regains 1 HP after 1 minute. If the creature has to start making death saving throws before regaining any hit points, it has advantage on those saving throws.
You don't need advantage on an attack roll to use sneak attack on a creature if the target is within 5 feet of an unconscious ally. All other rules for sneak attack still apply to you.
Responder's Aid
At 3rd Level, you can use your knowledge of medicine to provide relief to the injured. Over the course of a long rest, you can create a number of medicinal patches equal to your Wisdom modifier (minimum 1). A patch represents a series of bandages, pain relief, and natural remedies that help to close wounds. These patches last until your next long rest.
As an action, you can apply a patch to a creature within 5 feet of you. When you do so, roll your sneak attack dice and add your Wisdom modifier. The creature regains hit points equal to the total.
Emergency Reflexes
You can quickly close the gap to your allies. When an ally you can see or hear is reduced to 0 HP and falls unconscious, you can use your reaction to move up to your full movement towards them without provoking an opportunity attack. You must end this move closer to your ally than you started.
Also, your speed isn't halved when you are carrying an unconscious creature that is your size or smaller.
Forensic Examination
If you spend at least one minute investigating a creature's corpse outside of combat, you can learn certain information about its demise, provided that the creature died within the last year. No checks required. The DM tells you any of the following information, where appropriate:
- Whether the creature was surprised, incapacitated, or otherwise unable to fight back.
- The method of its demise, such as the type of weapon, poison, or spell. If the attack was made by natural weapons, you learn the attacking creature's type.
- How long ago the creature died.
- Roughly how old the creature was when it died.
Improved Patches
You have perfected your abilities. When you apply a patch to a creature, you can also apply one of the following effects:
- You can reduce the target's exhaustion level by one.
- You can end one effect reducing the target's hit point maximum or ability scores.
- You can end one disease.
- You can end one condition afflicting the target, including: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
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