Base Class: Rogue
Few Rogues have sliced open more creatures than a Field Medic, and they leverage their masterful understanding of anatomy to cut open and sew close in equal measure. What they lack in magical capability the make up for in reliability, providing aid to preserve the lives of their companions even in the lengthiest of battles.
Field Medics will tend to exhibit some degree of disdain for divine magics and those who wield it, often times out of envy.
Medic's Expertise
When you choose this archetype at 3rd level, you gain expertise in the Medicine skill and you can use or apply a healer's kit or a potion of healing as a bonus action.
Additionally, you can make a medical assessment of a creature you can see within 30ft of you as a bonus action. Make a Medicine check against the target creature's AC, on a success you choose to learn one of the following about the creature; damage vulnerabilities, resistances or immunities the creature might have.
Rapid Response
Additionally at 3rd level, when an allied creature you can see, falls Unconscious, you can use your reaction to move up to your full movement without provoking attacks of opportunity. This movement must be used with the intent of getting closer to the allied creature who triggered this reaction. If multiple allied creatures could trigger this reaction, you must declare one target to move toward.
Patch-up
At 9th level you can use an action treat the injuries of a creature within your reach. The target must expend 2 hit dice, ending one condition or disease currently affecting them. The Conditions can be either Blinded, Deafened, Paralyzed, Poisoned or Stunned. If the target is missing any hp they also gain temporary hit points equal to your Medicine Bonus.
If the creature has fewer than 2 hit dice remaining, this feature has no effect and the action is wasted.
Medical Miracle
When you reach 13th level, as an action you can perform a medical miracle to bring back a recently deceased creature that has died within the last minute. When you do, it is returned to life with 1 hit point + twice your Medicine bonus in temporary hit points. Both you and the creature gain 1 level of Exhaustion and the creature cannot be revived by this feature again until it completes a long rest.
Lost body parts can be reattached as part of this action, however, instead of an action the process takes 10 minutes to complete when doing so. Cannot restore a creature to life if its body or head have been permanently lost or destroyed.
Spells such as Gentle Repose or other effects that place a body into stasis, extend the window of time in which you can perform this action.
Adrenaline Rush
When you reach 17th level, once per short or long rest, you gain the ability to inject a creature with an experimental adrenaline mixture. As an action, choose a creature within your reach, a dying creature is immediately stabilized to 1hp. The target gains an amount of temporary hit points equal to their missing hit points and for 1 minute they gain the following benefits:
- The creature's speed is doubled.
- The creature ignores the effects of Exhaustion.
- Having 0 hit points doesn’t knock the creature Unconscious. They still must make death saving throws, and suffer the normal effects of taking damage while at 0 hit points. A creature dies as normal if it receives too much damage or fails its death saving throws while under the effects of Adrenaline Rush.
Immediately after Adrenaline Rush ends the creature gains 3 levels of Exhaustion.
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