Base Class: Fighter
The battle sprawls across the blood soaked fields. The sounds of swords and axes striking shields. Rallying cries and roars fill the air from both sides. Suddenly, a panicked voice cries out.
MEDIC!!!
Flowing around, and sometimes between the lines of battle, a blurred figure rushes forward. Kneeling over their fallen ally, the Combat Medic crouches over the wounded soldier, using their own body to provide cover to their patient
The Medic's hands are a blur. They pour a smoky, green liquid onto a bandage and in an instant have bound the wounds. Within a few seconds, the Combat Medic helps the warrior up and back to the fight.
MEDIC!!!
And they're off to the next patient.
Trauma Training
The Combat Medic has trained extensively in making use of available materials to create medical supplies. As a result, they gain proficiency in both Medicine and Nature if they are not already proficient with them. Upon selecting the Combat Medic subclass, they gain a healing kit which has 10 charges.
You can use your healer's kit to render emergency aid. Using 1 charge enables you to make a Medicine (WIS) check at DC 10 or half the damage taken, whichever is higher. If successful, you stabilize the patient and restore 1d4 +1/level hp back to the patient. Alternatively, the Combat Medic may use 1 charge from the healing kit to stabilize an unconscious creature as a bonus action.
The healer's kit does not automatically recharge. Instead, if the Combat Medic makes a successful Medicine (WIS) and Nature (INT) checks at a default difficulty of 10 to scrounge plants and materials in the area to recharge the kit back to full. This takes the equivalent of a short rest to complete. The Combat Medic sacrifices any other benefits of the short rest in order to replenish his medical supplies.
Level 3: Enhanced Mobility
The Angel of the Battlefield trains to provide medical intervention even in the heat of battle. As a result, they do not provoke attacks of opportunity when moving into or leaving melee range. This enables them to slip through the lines of battle to get to their injured ally.
Level 3: Rush to Aid
The Combat Medic gains a burst of speed, doubling movement speed for 1 rd. This boost also grants a bonus of +4 to Armor Class while active.
If the Combat Medic attacks while using Rush to Aid, he loses the +4 AC bonus.
Level 7: Shield of the Weak
The Combat Medic's passion for healing causes him to put himself in harm's way to protect the injured. When treating an injured creature, the Combat Medic will maneuver his body to shield his patient. If the creature is of the same size or smaller, the Combat Medic provides Total Cover to his patient, making it impossible to target them directly. If the Combat Medic is 1 size smaller than the creature they are treating, then the patient receives Half Cover instead.
If targeted with an Area of Effect attack such as Fireball, the Combat Medic can't shield a larger creature, but a creature of the same size or smaller will still gain the benefit of Half Cover.
Level 7: Apothecary
The Combat Medics expertise in both Medicine and Nature has increased significantly. The Combat Medic acquires a Herbalism Kit and may create some potions as well as provide enhancements to his healing kit.
Hemostatic Bandage: This enhances the effectiveness of the healing kit when treating a bleeding injury. Hemostatic Bandages boosts the effectiveness of Trauma Training by adding an additional 1d4 + WIS modifier to the amount of healing provided. Also, if used as part of the Bonus Action to stabilize an unconscious creature, the Hemostatic Bandages provide 1d4 + WIS modifier worth of healing.
Tincture of Healing: This minor healing potion restores 1d6+WIS modifier to anyone who drinks it. The potions base is made from distilled alcohol and must be purchased at a cost of 5 GP per dose from someone with Brewing proficiency (or from a tavern that carries distilled spirits). Tinctures of Healing are not stable the way a potion made by an actual Alchemist would be and thus are only good for 2 weeks.
Elixir of Detoxification: This position grants a second saving throw versus any poison or venom at advantage. If the patient has already made a saving throw vs the poison, the Elixir of Detoxification totally neutralizes the toxins, preventing any damage to the consumer. This potion costs at least 10GP in materials to make and lasts for 2 weeks.
Level 10: Resuscitate
The Combat Medics skills are truly advanced. They may use an action to Resuscitate a recently dead creature. This requires a successful Medicine (WIS) check at DC 15. Each minute the creature was dead past the first increases the DC by + 2. Resuscitating the creature restores it to life with 1+WIS hp, but the revived creature is stunned for 5 rounds - the Combat Medic's WIS modifier, with a minimum of 1 round.
Important Note: Although this is phrased as using the spell Revivify, this is not a magical spell. It is purely accomplished through advanced medical knowledge and trauma training.
Level 10: Alchemy
The Combat Medic has become very proficient in concocting alchemical compounds. As a result, the types of potions and alchemical substances the Combat Medic can create has expanded, the potions he makes are more potent. And more expensive to make.
Enhanced Tincture of Healing. This upgraded version of the tincture This triples the cost of the potion but the potion now lasts for 60 days
Enhanced Elixir of Detoxification. This triples the cost of the potion but the potion now lasts for 60 days
Antibiotic Essence: Will cure the imbiber of any disease that a Cure Disease spell could cure. This costs 60 GP in materials to make and requires an entire day to craft. Lasts 60 days.
Venomous Suspension: This potion is a mixture of poisonous substances that can be applied to weapons. If a poison saving throw is failed, it will cause debilitating pain and convulsions, causing all rolls to be at disadvantage and inflict 1d6 damage per round for 10-CON modifier rounds.
Level 10: Physiologist
The Combat Medic's studies have advanced to the point where they are quite expert at how bodies work. As a result, the Medic's ability to avoid serious damage by slightly adjusting his own bodies position makes him much hard to seriously injure or incapacitate. They gain
+2 Armor Class
Resistance to Bludgeoning, Slashing and Piercing damage types.
At the same time, the Combat Medic's advanced knowledge of Physiology enables him gain Advantage on a damage roll so long as they make a successful Medicine Check (DC 12) against the creature they are fighting. This can be done only once per day per creature targeted. However, if a successful Physiology roll is made against a creature, any other creatures of the same species only require a Medicine Check at DC 10 in order to grant Advantage on the next damage roll against the newly targeted creature. This resets after a long rest.
Level 15: Combat Surgeon
Gains new official title of Combat Surgeon. This grants a +3 to any reaction role among non-evil aligned people.
Can perform advanced surgical techniques, using high level restorative potions to instantly reduce healing time:
- Restoration: The Combat Surgeon can re-attach limbs that have been severed or torn from the body. Note the limb must be able to be physically held against the stump to reattach. If for example it has been damaged too badly to reconnect (dragonfire, etc) then reattachment is impossible. Requires a successful Medicine check of DC 20
- Cosmetic Surgery: The Combat Surgeon can perform cosmetic surgery on the patient, completely changing their faces appearance. Note that this is NOT considered a disguise and any method of detecting disguises will NOT work. Because it is not a disguise, it is just how their face looks now. This can also restore lost Charisma points due to scarring or injury. This can also grant a +1 to any reaction roll that is based on the physical attractiveness of the patient's face so long as the patient has a lower Charisma score than the Combat Surgeon. Requires a successful Medicine check of DC 15 to complete safely. Attempting to grant bonuses to reaction rolls (making someone more beautiful) requires a Medicine check of DC20
In essence, if a modern surgical technique can treat or repair an injury or condition, the DM should more or less allow the attempt. Depending on the procedure the DC of the Medicine check can be very high.
Level 15: Alchemical Mastery
The Combat Surgeon has mastered the Alchemy in regards to restorative potions. They are able to craft the penultimate combat healing potion.
Elixir of Health: This potion takes 200GP of materials and 1 week to create. The Combat Surgeon's master of Alchemy means this potion does not expire. When used, the Elixer of Health:
Heals all but 1 hp damage
Restores any crippled or missing limbs.
Removes all negative status effects
Grants Regeneration of 3hp/rd to the consumer for 1 rd / level of the Combat Surgeon.
Only a single Elixir of Health can be taken by a creature per day. Imbibing a second Elixir causes a Critical Overdose, which reduces the consumer to 1 HP and places them in a coma for 24 hours. If the consumer taken 2 Elixirs and has a CON of less than 8, they die. This resets after 24 hours - CON Modifier.
Level 18: Angel of the Battlefield
You have reached the pinnacle of Combat Surgery. The Gods have seen you strive to achieve the peak performance of a Combat Surgeon. You are granted the title of Angel of the Battlefield. This grants you an additional +3 to any reaction roll with an intelligent creature, regardless of alignment.
You may summon as a Bonus Action a pair of Ghostly Angelic Wings on your back. They are fully visible but do not interact with physical objects. They grant you:
Flight at triple your normal movement rate with total command over their movement in the air. You can hover, face any direction in a given round, and attack each round.
Featherfall: If you are incapacitated for any reason, your Angelic Wings instantly grant you the effects of Featherfall to help you safely land.
Divine Shield: The Wings become solid and provide total cover. You may also utilize Shield of the Weak using these wings, providing Total Cover to any one your same size or smaller, and provide 3/4 Cover to anyone who is of a larger size. Using the wings in this manner is a full action.
Level 18: Divine Constitution
The Gods have seen you strive to heal and help others, and have granted you the blessing of Divine Health. You are:
Immune to Disease of any type.
Immune to Poison of any type.
You regenerate 3 hp/round and can not die from injury. A high level spell which induces instant death can still kill you.
You have Advantage on any Save vs. Death.
You no longer suffer any effects of aging, and your physical body reverts to the peak age for its species. (ie 20-25 for standard humans)
Previous Versions
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