Fighter
Base Class: Fighter

In times of war, many without the natural aptitude for magic are needed on the frontlines to heal and restore their fellow comrades. These individuals are known by many names, but none more common than field medics, a testament to their ability to restore others even in war-torn fields. Field medics train to both dispatch enemies and aid allies, learning to become skilled with every application of a blade. Not all field medics thirst for combat, however. Those that have returned from the frontlines often share their craft with those who wish to learn it, evolving the practice into a widely respected art across the lands.

Medical Training

When choosing this archetype at level 3, you gain proficiency in the Medicine (Wisdom) skill if you do not have it already. Additionally, whenever you make an ability check to stabilize a creature or expend a use of a healer's kit, you may do so as a bonus action.

Responder's Aid

Also at level 3, you use your knowledge of medicine to provide relief to the injured in the heat of battle. Over the course of a short or long rest, you design and create a number of medical packs equal to your Wisdom modifier (minimum 1). A pack is comprised of a series of bandages, pain relievers, and natural remedies that help to close wounds.

When taking the attack action, you can substitute one attack to either apply a pack to a creature within 5 feet of you or toss it to a creature within 30 feet of you that can then use their reaction to apply it to themselves, or as a bonus action on their turn. A creature affected by a pack regains a number of hit points equal to 1d6 + your fighter level.

The number of dice your medical packs heal increases to 2d6 at level 7, 3d6 at level 13, and 4d6 at level 18.

Emergency Reflexes

Starting at level 7, you can quickly close the gap to your wounded allies. When an ally you can see or hear is reduced to 0 hit points and falls unconscious, you can use your reaction to move up to your speed without provoking opportunity attacks. You must end this movement closer to your ally than you started.

Additionally, your speed is not halved when you are dragging or carrying an unconscious creature who is the same size as you or smaller.

Anatomical Studies

At level 10, you can use your careful study of physiology to strike at weak points in your foes. If your attack misses, you can expend one use of this feature and reroll the attack. Alternatively, when you roll damage dice for a weapon attack, you can expend a usage and reroll one dice of your choosing, taking the higher result.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Experimental Infusions

Starting at level 15, whenever a creature receives the benefits of one of your medical packs, it also receives one of the following additional effects of your choice:

  • Adrenaline. The creature's movement speed is doubled on its next turn.
  • Focus. The creature has advantage on the next ability check, attack roll, or saving throw it makes within the next minute.
  • Toughen. The creature gains 10 temporary hit points.

Improved Medicine

By level 18, you have perfected your craft of healing. When a creature receives the benefits of one of your medical packs, it also receives one of the following additional effects of your choice:

  • Exhilarate. The target's exhaustion level is reduced by one.
  • Rejuvenate. One effect reducing the target's hit point maximum or ability score is ended.
  • Cleanse. Either one disease or one of the following conditions afflicting the target are ended: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.

This effect stacks with the additional effect gained from the Experimental Infusion feature.

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