Base Class: Fighter
A combat medic is a fighter who has seen enough battlefield injuries to have dedicated themselves to learning to treat not only minor wounds on the fly but also more severe injuries when afforded more time. Many a soldier or mercenary turns to the study of medicine when they see one too many friends perish.
Medical Proficiency
Beginning when you choose this archetype at 3rd level, you gain proficiency in the medicine skill and in the use of Healer's Kits.
Tactical Combat Casualty Care
Starting at level 3 when you take this archetype, you have learned how to patch your allies in a pinch.
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
At 7th level the hit point dice turns into 1d8, at 10th level it becomes 1d10, and at level 17 it becomes 1d12.
Prolonged Casualty Care
Starting at 3rd level, you know how to stitch and repair wounds if you're given the time. You may spend 1 hour, expend 1 use of a Healer's Kit and make a DC10 Wisdom (medicine) check to tend to the wounds of 1 creature.
- On a successful check, the creature regains 4d4 + your proficiency bonus Hit Points.
- On a Critical Success, the creature regains twice the number of Hit Points.
- On a failed check, the creature regains half as many hit points.
- On a critical fail, you do more harm than good. The creature loses 1d4 Hit Points.
- The creature may also expend 1 hit die. The player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0).
The creature can't regain hit points from this feat again until it finishes a short or long rest.
At 7th level, the number of die given on a success increases to 6, at 10th level they increase to 8, at 15th level to 10 and at 17th level to 12.
Harmacist
Starting at 7th level, You have spent hours tinkering with salves, ointments, potions and concoctions to help your wounded allies. Along the way, you also happened to learn how to use such creations to hurt people.
You gain proficiency in Herbalism and Poisoner's kits. You also gain Expertise in the Medicine Skill and can apply your expertise bonus in any healing checks.
Flight of the Valkyrie
Starting at 7th level, your quick thinking and combat sense allow you to move and act quickly, moving across the battlefield to render aid with speed and diligence. You can take an additional bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage action.
Improved TCCC and PCC
At 10th level, you have become so well practiced in your medical abilities that you are able to perform them much faster than before.
As a Bonus Action you may use your Tactical Combat Casualty Care ability.
Your Prolonged Casualty Care ability now has an activation time of 10 Minutes.
Superior Critical
Starting at 15th level, your knowledge of anatomy makes you especially lethal. Your weapon attacks score a critical hit on a roll of 18–20.
Angel of the Battlefield
At 18th level, you openly mock death with your skills. As an action, you may expend 1 use of a healer's kit and touch a creature who has died within the last 1 minute. That creature makes a DC10 Constitution saving throw. On a success, they are revived, unconscious, and stable. On a fail, they are revived, unconscious, unstable but have reset their Death Saving Throws.
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