Base Class: Fighter
You have learned that placing the safety of your companions above your own is of vital importance. You are a skilled warrior with tones of combat experience. Through this experience you have become a skilled physician. Your experience of being on the Frontlines has given you lots of time to hone your skills as a combat medic.As a Combat Medic Specialist, you'll administer emergency medical care in the field in both combat and humanitarian situations. Your training will allow you to serve as a combat medic to save lives. You have learned how to use the damage you inflict on other and channel that energy force back to your allies through your healing aura.
You have become adept at keeping your allies alive on the battlefield. You gain the following benefits:
You gain proficiency in Medicine and the Healer's Kit if you are not already proficient with them.If a creature within 5 ft. of you drops to 0 hit points without dying outright, you may use your action. to attempt to keep the creature conscious. You may make a wis (Medicine) check with a DC of 10 or half the damage taken, whichever is higher. Alternately, you may expend one use of a healer's kit if you have one. On a success, the creature regains 1 hit point and is prone.
You may make a medicine check or expending use of a healer's kit to stabilise an unconscious creature as a bonus action.
Aura of healing & medical kit
At 3rd level you gain the ability to use aura of healing. Aura of healing restore 2hp per round to you and all allies with in the a radius of your aura 30 ft. Aura can not exceed maximum hp. This can be use 1 per long rest. If an ally is reduced to 0 hit points this aura will not heal them.Your aura stay active as long as you continue to damage or take damage or encounter or ten minutes has passed.
At 3rd levelyou gain healing kit wich has 10 charges. You can use your healers kit as a bonus action aswell as an action. Your kit allows u to heal yourself or a creature your healing to spend a hit die to heal Your kit also adds your con mod to the amount healed.
You can recharge your healers kit from a long rest.
TRAUMA KIT
At 7th level Your healing kit now allows for 2 hit die+con mod per charge.
Cardio god
At 10th level you learn how to cast Revivify
Twice per long rest you can cast Revivify at will. you touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Magical healing kit
At level 15 You are gift a magical healing kit from a unknown god your kit now has double your charges. Your healing kit now allows for 3 hit die per charge [ 3d hit + con ]
Doc
At 18 level You are now able to use your healing kit as a action , bonus action and reaction. You healing kit now allows you to add your medicine mod to the total amount healed and gains an additional hit die per charge. [ 4x hit die + con+ med= total healed]
At 18th level You can now cast Mass heal once per long rest at will.
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs
Previous Versions
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9/13/2024 3:11:25 PM
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