Fighter
Base Class: Fighter

The average Combat Medic lacks complete mastery of the armed combat, in exchange for a supreme healing ability. Those who practice such healing tend to know much about general biology and know how and when to help when needed.

Doctoral Mastery

You gain proficiency in a healer's kit if you do not already have it. As an action, you can use a healer's hit to heal a creature. This begins as 1d8 + your wisdom modifier, but sees improvements at 7th, 11th, and 16th level. You also gain more uses of this action every other level.

Healing Burst

Starting at 7th level, when you use the attack action on your turn, as a bonus action you can release healing canisters from your weapon that heal 1d12 Hit Points to up to 3 allies within 15 feet of you. (The number of times you can use this does not increase with extra attacks.)

Committed Savior

At 10th level, you can ignore your carrying capacity when attempting to carry one or two creatures of Medium size or smaller.

Critical Healer

Starting at 15th level, if you roll a critical hit, you can heal a number of hit points equal to your levels in Fighter.

Force of Will

At 18th level, when all of your allies are at 0 Hit Points and unconscious, you have advantage on death saving throws and can not be brought below 1 Hit Point by non magical means. If you succeed on all of your death saves, you are brought back to consciousness with a number of Hit Points equal to your wisdom score remaining.

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