Base Class: Fighter
Not every warrior who saves lives does so through prayer or divine blessing. Some rely instead on discipline, anatomical mastery, and hard-earned experience forged amidst blood, mud, and steel. Combat Medics are frontline fighters trained to preserve life in the chaos of battle through triage, herbal remedies, alchemical reagents, and ruthless efficiency.
A Combat Medic knows exactly how to stabilise a dying ally beneath a hail of arrows, how to dull pain with carefully prepared tinctures, and just as importantly, how to exploit weak points in flesh and bone with terrifying precision. To them, anatomy is both shield and weapon.
Whether serving in military regiments, mercenary companies, adventuring bands, or isolated frontier settlements, Combat Medics occupy a unique role on the battlefield. They stand shoulder-to-shoulder with other warriors on the front line, spear and shield in hand, preserving their allies through grit and expertise rather than faith or magic.
Some Combat Medics are veteran field surgeons hardened by years of warfare, carrying battered kits stained by countless campaigns. Others are scholarly anatomists or alchemical practitioners seeking to prove that knowledge and preparation can rival even divine miracles.
Where a Battle Master dominates through tactical superiority, the Combat Medic controls the flow of battle through survival, endurance, and calculated intervention. Their presence alone can mean the difference between victory and annihilation.
Level 3: Battlefield Triage
You carry a specialized field kit containing bandages, salves, splints, and alchemical reagents, allowing you to perform rapid triage on the battlefield.
Triage Dice. You have a pool of Triage Dice that you use to fuel your medical techniques. This pool equals twice your Proficiency Bonus. The dice are d6's You regain all expended Triage Dice when you finish a Short Rest or a Long Rest.
Your Triage Dice change as you gain levels in this class, becoming d8's at level 7, d10's at level 10, and d12's at level 15.
Battlefield Triage: As an action, you can tend to a creature you can see within 5 feet of yourself and expend any number of your available Triage Dice. Roll the dice. The creature regains a number of Hit Points equal to the 2x your Triage Die + your Wisdom modifier.
Stabilizing Treatment: When you successfully use the Medicine skill to stabilize a dying creature, you can immediately expend 1 Triage Die. If you do, roll the die, and the creature regains a number of Hit Points equal to 2x the Triage Die used for the roll. The affected creature continues to receive 1 Triage Die worth of Hit Points at the start of their turn for the next 2 turns
Battlefield Synergy: Whenever you use your Action to execute a Battlefield Triage, you can make one weapon attack as a Bonus Action. When you make this Bonus Action attack, you can choose to target an enemy's structural weak point. If the attack hits, you apply I've if the following effects to the target:
- Anatomical Strike: The target takes additional damage. You may roll a Triage Die and add total to the damage taken.
- Hamstring: The targets speed is reduced by 10 feet until the start of your next turn.
- Neural Shock: The target cannot take reactions until the start of your next turn.
Level 3: Anatomical Savant
You gain the following benefits;
Field Dressings: You stretch your Physical tools to their absolute limit, learning to apply Healing under duress. You gain proficiency in the medicine skill if you don't already have it. Additionally, you can use a Bonus Action to recharge one charge of a healers kit to tend to one creature within 5 feet of you. When you do so, the target regains Hit Points equal to one roll of their Hit Die + your proficiency bonus + your wisdom modifier.
Tool Proficiency: You gain proficiency with Alchemists Supplies and the Herbalism Kit.
Level 7: Agent of the Reagent
When you finish a Long Rest, you can expend 2 Triage Dice to brew potent alchemical remedies, choosing from the options below. You can create a total number of remedies equal to your Wisdom modifier (minimum of 1). These remedies retain their potency until you finish your next Long Rest, at which point any unused remedies lose their efficacy.
Medic’s Bandage: A creature can use an action to apply this bandage to themselves or a creature within 5 feet. The target regains Hit Points equal to 4d8 + your Wisdom modifier.
Restorative Salve: A creature can use an action to apply this salve to themselves or a creature within 5 feet. The salve ends one of the following conditions on the target: Blinded, Deafened, Paralyzed, or Poisoned (as per the Lesser Restoration spell).
Energizing Herbs: A creature can consume these herbs as an action. For the next 8 hours, the creature adds your Wisdom modifier to their Initiative rolls.
Level 10: Advanced Alchemical Refinement
You gain the following benefits:
Alchemical optimisation: Whenever you or a creature within 10 feet of you drinks a potion of healing, you can use a reaction to maximise the healing provided by the imbiber. Alternatively, if you administer a potion of healing to another creature was an action, you can add your Wisdom modifier to the final total healed
Enhanced Triage: When you use Battlefield Triage (as an Action or a Bonus Action) and expend 2 or more Triage Dice, the target gains resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.
Level 15: Improved Combat Healer
You gain the following benefits:
Physician's Resolve: Your mastery over vital anatomy keeps you standing when others would fall. When you are reduced to 0 Hit Points but not killed outright, you instead drop to 1 Hit Point. When you do so, you immediately regain your use of the Second Wind if it was expended. Once you use this benefit, you cannot do so again until you finish a long rest.
Rapid Triage: Once per turn, you can choose to use your battlefield triage feature as a Bonus Action instead of an action. When you do so, you can only expend 1 Triage Die, and the target regains Hit Points equal to 2d12 + your Wisdom Modifier
Level 18: Enduring Form
You can enter a state of absolute physiological focus and heightened adrenaline as a Bonus Action. This state lasts for 10 minutes, or until you are Incapacitated. While this state is active, you gain the following benefits:
Regeneration. At the start of each of your turns, you regain Hit Points equal to half your Fighter level (rounded down) if you have at least 1 Hit Point remaining.
Combat Transfusion: Whenever you use a Triage feature, you can make one weapon attack as part of that same action.
Alchemical Immunity: You are immune to the Poisoned condition and Poison damage.
Exhaustion Penalty: When this state ends, you immediately gain 2 levels of Exhaustion.
Once you use this feature, you cannot use it again until you finish a Long Rest.
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