Base Class: Fighter
The Field Medic is a battle-hardened warrior who possesses a unique blend of combat prowess and life-saving medical expertise. On the frontlines, they courageously navigate through chaos and danger, swiftly attending to wounded allies while holding their ground against relentless adversaries. The Field Medic's unwavering determination to protect and heal ensures that their comrades endure and triumph through even the most dire circumstances.
Field Medicine
- Healer's Kit Proficiency: Drawing or stowing a Healer's Kit is a free action. Additionally, your use of a healer's kit during a short rest restores an additional 1d6 + your Wisdom modifier hit points to any creature you treat..
- Emergency Healing: As an action, you can spend one use of a held Healer's Kit to make a Medicine check on a creature within your reach. You have disadvantage on this check if you are targeting yourself. The target regains Hit Points equal to the half check amount plus your fighter level. Additionally, you gain expertise in the Medicine skill.
Intensive Care
Combat Healer: You gain the following two abilities, using your Second Wind feature in a unique way:
- Rapid Recovery: As a bonus action, you can use your Second Wind feature to help a creature regain their strength swiftly. Choose one creature within 5 feet of you. The chosen creature gains temporary hit points equal to your fighter level plus your Wisdom modifier. These temporary hit points last for one minute or until expended.
- Emergency Revival: As a bonus action, you can use your Second Wind feature to stabilize an unconscious creature within 5 feet of you. The creature doesn't need to make death saving throws for the next minute.
Swift Resuscitation
Forced Revival: As an action, you can spend a use of a held Healer's Kit to make a DC 25 Medicine check targeting a dead creature within your reach. On a success, you can revive the target with 1 Hit Point if it's not an Undead or Construct, has died within the last minute, and didn't die from old age.
Vital Functions
- Medic's Expertise: You have advantage on Wisdom (Medicine) checks. Additionally, when you use your Field Medicine feature to administer first aid to a creature, you can add your proficiency bonus to the amount of hit points restored.
- Surgical Strike: Once per turn, when you hit a creature with a weapon attack, you can force that creature to make a Constitution saving throw, with a DC equal to 8 + your proficiency bonus or half the damage taken, whichever is higher. On a failed save, treat this attack as a critical hit, doubling the damage you have done. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.
Doctorate of Battle
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- Enhanced Healing Prowess: You have reached the pinnacle of your medical expertise, granting you unparalleled healing capabilities on the battlefield. Whenever you use your Emergency Healing feature to restore hit points to a creature, you can choose to maximize the number rolled on the dice. For example, if you roll a 1 on a d6, you can treat it as if you rolled a 6 instead. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.
- Life Support Mastery: Your knowledge of life-saving techniques is unmatched. As an action, you can spend a use of a held Healer's Kit to attempt to stabilize and revive all creatures within a 30-foot radius that are at 0 hit points. Each creature makes a death saving throw with advantage. If the roll is a success, the creature stabilizes and regains hit points equal to 1d8 + your Wisdom modifier. If the roll is a failure, the creature makes the saving throw as normal on their next turn. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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7/12/2024 12:02:03 AM
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Coming Soon
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