Fighter
Base Class: Fighter

A Combat Medic has been trained for providing front line healing and  first aid care on the battlefield. They are also responsible for providing continuous medical care in the absence of a readily available physician, including care for disease and battle injuries. Combat medics are active in the thick of battle and are trained in combat themselves but their main focus is to support and heal their allies.

Medical Training

Beginning when you choose this archetype at 3rd level, you are gain proficiency with both Herbalism Kit and the Medicine Skill if you don't already have it. Your proficiency is doubled for any check you make that uses either of those proficiencies.

Practitioner of Medicine.

As part of a short or long rest you can use your herbalism kit to craft a healing or antitoxin salve. The salves you create are identical in every way to a healing or antitoxin potion except that they can only be used by you and therefore have no monetary value. You can carry a number of salves equal to your Wisdom modifier (minimum of 1). At 6th level you can use this feature to craft a greater healing salve, at 11th level a superior healing salve and at 17th level a supreme healing salve or a salve of vitality.

Field Treatment

Beginning when you choose this archetype at 3rd level, you are able to administer potions, your salves or use a medical kit on others using your Bonus Action.

Additionally, you can use your second wind ability on one of your allies instead of yourself.

Tend Wounds

Starting at 3rd level, your experience has endowed you with the knowledge to both quickly and effectively treat your ally's wounds. Whenever you are taking a short rest you can spend your own Hit Dice from this class to provide 1d8 + your Wisdom modifier additional healing to a single ally per Hit Dice spent.

Autopsy

Starting at 7th level your knowledge of anatomy allows you to study the dead body of a creature to determine certain information about it, and how it died. Inspecting the corpse of a deceased creature for 10 minutes allows you to learn:

  • The Reason for the creatures death, for example the location and severity of wounds
  • The type of weapon, spell, beast or other which caused the death
  • The Length of time the creature has been dead for
  • If the creature knew its attacker or if it was caught by surprise

Nobody left behind

Starting at 7th level, your movement speed is doubled when moving towards a downed ally. This applies to all forms of movement possessed by the user such as swim speed and flight speed. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift of downed allies.

Knowledge of Anatomy

Starting at 10th level your knowledge of anatomy has increased your deadlineness. When you hit a creature with a weapon attack, the creature takes extra damage equal to your Wisdom modifier (minimum of 1).

Resuscitate

Starting at 15th level, as an action, you can expend 300 gp worth of rare medicinal ingredients such as herbs, chemicals, and plant extracts to revive a creature that has died within the last minute. You must make a Wisdom(Medecine) check with a DC equal to the amount of damage it took below zero before dying (maximum 20). A creature can only be revived this way once per 24 hour period and if the attempt fails it cannot be attempted again.

Combat Triage

Starting at 18th level, when a creature gains the benefits of your healing they can immediately roll a saving throw against an active poison, disease, blind, deafness or paralysis effect with advantage.

Comments

Posts Quoted:
Reply
Clear All Quotes