Base Class: Fighter
All out battle and combat is the most dangerous place for a person. There are many hazards in these situations looking to cut an individual's life short. These dangers, however, are mitigated by an order of soldiers known as the combat medics.
These individuals are trained in both sword and spell, using their magics to reinvigorate and restore their allies, returning them to the fight. As fighters themselves, the combat medics still have a background in the art of combat, and should not be underestimated. After all, in order to be a medic, you should have an experience in how to mend a broken body, as well as how to put it into that state in the first place....
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
To cast a levelled spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice.
Spellcasting Ability
Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Healing Pulse
When attacking a creature, you can emit a healing pulse which heals allies around you. When you successfully hit a creature with a weapon attack, you can heal all friendly creatures within 20ft of you for 1d8 plus your INT modifier once per short rest.
On a critical hit, you double the amount of dice you roll for the healing pulse.
Combative Balance
Starting at level 7, you gain the ability to attack and defend in one fell swoop.
Twice per short rest, if you take the attack action, you may use your bonus action to either cast any spell which would heal a friendly creature, even if they would normally take an action to cast, stabilize a friendly creature, or feed a potion to a friendly creature.
Battlefield Doctorate
As you gain experience as a combat medics, your ability to identify and treat wounds and diseases has become exemplary. You also know what precautions to take to minimize the effects of disease on yourself.
You now have an immunity to disease, and an expertise in the medicine skill.
Rapid Regeneration
At 15th level, once per short rest, you can choose to have a healing spell heal for the maximum amount of hit points, instead of rolling for the result.
Medical Stockpiles
Starting at level 18, you've built up enough medical resources to be able to use them with reckless abandon.
All class features on this archetype can be used an additional time per short rest.
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