Base Class: Fighter
Trained on the frontlines of battle you wont sit by and let your friends fall around you. While most warriors dedicate their training to honing their prowess with the blade or the bow you instead have trained to heal their wounds and keep them in the fight. Use the field medics non-magical healing abilities to heal your allies and keep them in the fight.
Triage
You have experience tending wounds in the heat of battle, allowing you to stitch wounds quickly and effectively administer tactical combat casualty care. You gain the following ability:
So long as you have surgeons tools, you can expend an action and 10ft. of movement to target a willing creature within 5ft. You and the creatures movement speed are reduced to 0 until the start of your next turn on which you must use your bonus action to finish any sutures. The target heals hit points for 3d10 + your medicine modifier or half the targets total HP whichever is less. If the creature has the Poisoned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up. While healing a target in this way all attacks against you are made with advantage. You can use this feature twice per long rest.
Your medical ability grows as you get more practice, as you level up you gain the following effects.
- At character level 7, you double your medicine modifier when adding it for this ability. If the target has the deafened, or Stunned condition, the condition ends. You can now use this feature 3 times per long rest.
- At character level 13, you heal the targets hit points for 5d10 + double your medicine modifier, or half the targets total HP whichever is less. If the target has the Blinded or Paralyzed condition, the condition ends.
- At character level 17, if you would heal the target for less than half it's total HP, you instead restore half the targets total HP. Additionally triage now also removes any reduction to their hit point maximum.
Combat Medicine
You're time tending wounds in the field has given you a wealth of knowledge, you gain proficiency with the medicine skill.
Level 7: "Let me get one more"
As a bonus action, you can grapple one willing creature within melee range of Large or smaller size and Dash. If the creature is downed, they are automatically stabilized at the end of your turn. You can use this ability to stabilize a creature a number of times equal to your proficiency bonus per long rest.
Level 10: Morphine
If your medicine modifier is greater than the amount rolled plus your fighter level, you can instead restore hit points equal to your medicine modifier. Additionally, you can apply your second wind feature to another creature in melee range instead of just yourself granting temporary hit points equal to half the hit points restored to the creature.
Level 10: No teacher like the Field
Your long hours spent saving and caring for your allies have given you knowledge unmatched concerning First Aid in stressful environments. If you dont already have it you gain Expertise in the medicine skill.
Level 15: Medical Precision
Your medical training has given you incredible knowledge of anatomy and vital points of the body. Once per turn, you can add your medicine modifier to your damage dealt on an attack a number of times equal to your proficiency bonus per long rest.
Level 18: Shot of Adrenaline.
Once per long rest, you can administer a shot of adrenaline to yourself or another creature as an action. The shot last 3 turns and while under its effects the target has a +5 to AC, Advantage on all attack rolls, and gains an additional action on its turns.
Previous Versions
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4/11/2026 3:36:40 AM
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