Base Class: Fighter
Combat medics excel at fighting and combat medicine.
As they level they gain a better understanding of healing and field surgery.
Combat Medics can be found in all militaries of the Realm and often they will be found in mercenary units and partisan armies.
Combat Medics choose their spells from the Druid and Cleric lists. While they focus on healing, they may also take other spells.
The Combat Medic may Prepare their spells after a long rest but they must always have 2 Healing Spells Prepared.
Level 3: Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Cleric and Druid spell list.
Cantrips
You learn two cantrips of your choice from the Cleric or Druid spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Combat Medic Spellcasting table shows how many spell slots you have to cast your Cleric or Druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level Cleric or Druid spells of your choice, two of which you must choose Cure Wounds and Healing Word, the third spell may be any other spell available. From this point on the Spell Caster may take the spells they wish but must always have at least 2 healing spells prepared.
The Spells Known column of the Combat Medic Spellcasting table shows when you learn more Cleric or Druid spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since you learn your spells through connecting to the natural world and the power of faith. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Combat Medic Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Medics Skills
At level 3 you can create a number of healing potions equal to your Proficiency level. The character must have an Herbalism Kit and 10 gold worth of reagents per potion created. These potions may be created during a short rest.
At level 3 you learn how to concoct Restorative Ointment equal to your Proficiency level. The character must have access to an Alchemy Kit and 20 gold worth of Reagents per dose of ointment created. This may be done after a long rest.
At level 3 you can use a Healers Kit to restore Hit Points equal to 1d6 + 4 + the Hit Dice of the patient. In addition when you stabilize a patient with a Healers Kit you restore 1 Hit Point.
At level 5 your Potions become Greater Healing Potions. It takes 100 Gold worth of Reagents per potion.
At level 10 your potions become Superior Healing Potions. It takes 200 Gold worth of Reagents per potion.
At level 18 your potions become Supreme Healing Potions. It takes 500 Gold worth of Reagents per potion.
The combat medic may always make a lesser potion than there best potion if they desire.
Level 7: War Magic
When you take the Attack option you may substitute a Cantrip for one of your attacks.
When you cast a Healing Spell you may take a bonus action to make an offhand attack.
Level 10: Rally the Troups
Once per Short or Long Rest the Combat Medic may give out a rallying cry that will restore Hit Points equal to the Medics Level. Up to 10 targets may be healed.
SAVE THE DAY!
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
You may transport up to 2 people with this power.
Improved War Magic
Starting at 18th level, when you use your action to cast a Healing spell, you can make one weapon attack.
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