Fighter
Base Class: Fighter

A Triagist has studied just as hard as any Wizard, but instead of magic, their fields of study are on medicine, anatomy, biology, and combat. Beginning as a simple soldier, mercenary, or field medic, a Triagist dedicates their efforts to supporting and healing their allies just as well as anyone of magic or faith. They are able to make their own potions and use their vast knowledge of medicine to treat not only injuries, but also diseases, poisons, and other afflictions.

3rd Level - Battle Medic

You gain Proficiency in Medicine. If you already have Proficiency , you gain Expertise instead.

You gain Proficiency with the Herbalism kit.

You can use Potions of Healing on yourself or an ally within 5 feet as a bonus action.

When you Stabilize a downed ally, they recover 1 HP.

You gain an additional 10 feet of movement per turn.

When equipping a shield, you gain an additional 1 AC.

3rd Level - Ready For Anything

You have Medical Supplies (MS) dice equal to your Fighter level plus your Intelligence modifier. These dice are initially d4s and are used for various Triagist features. You recover all of your MS dice after a Long Rest.

When you roll initiative, if you have fewer MS dice remaining than your Intelligence modifier, you recover them up to that amount.

Whenever you use a potion of healing, you may spend a MS die to add it's value to the amount healed.

3rd Level - Emergency Medicine

During your Attack action, you may replace one or more of your attacks with this feature:

Target one ally within 5 feet of you. You may spend a number of MS dice up to your Dexterity modifier to heal the target for an amount of HP equal to the amount rolled.

7th Level - Steady Hands

Whenever you heal a creature other than yourself, you heal an additional amount equal to your Dexterity modifier.

7th Level - Specialized Medicine

During your Attack action, you may replace one or more of your attacks with this feature:

Target one ally within 5 feet. Spend two MS dice to end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

10th Level - Medical Professional

Your Medical Supplies dice are now d6s.

You can now take the Dash action as a Bonus Action.

10th Level - The Dose Makes The Poison

When making a melee weapon attack with a finesse weapon, you may spend a number of MS dice up to your Dexterity modifier to deal additional Poison damage equal to half the amount rolled, rounded up.

15th Level - Medical Coverage

All of your Triagist features that have a 5 foot range gain an additional 5 feet of range.

You gain an additional 10 feet of movement per turn.

You no longer suffer any penalties to your movement from your armor or equipment.

You have advantage on any DC check made to resist Slows, Entangle, or other reduction of movement effects.

18th Level - Master of Medicine

Your Medical Supplies dice are now d10s. Whenever you roll MS dice and get a 1, you may re-roll that die and use the new result. You may only do this once per MS die.

The Specialized Medicine feature can also now remove any of the following effects:

  • 1 Exhaustion level
  • The Charmed or Petrified condition
  • A curse, including the target’s Attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • Any reduction to the target’s Hit Point maximum

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