Base Class: Fighter
A human runs forward in the middle of a fight, bringing her greatsword down with a fierce shout and cleaving an orc in two, before she quickly turns around and sets her weapon to the side to help up her tiefling ally. She quickly bandages his wounds and makes sure he's alright before picking up her weapon again, turning to face her remaining foes.
A gnome, in a show of unrivaled strength during the heat of battle, hurries an unconscious Goliath away from the fight, carrying his compatriot's prone form on his shoulders as he rushes them to safety. He sets them down, turning around and loading his crossbow, keeping two fingers on the Goliath's neck to make sure he still has a pulse.
A bloodied half-elf holds a cigar in their mouth, slumped against a wall and surrounded by their fallen allies. They mutter under their breath and strike a match against the wall, as a troll barrels towards them with a roar. A pulsing burst of positive energy emanates as the half-elf lights the cigar, smirking as their allies become encased in magic and rise to their feet. As their wounds heal and they fight once more, the Half-Elf blows a puff of smoke in the troll's direction, grabs their longsword, and begins to stand.
A Combat Medic is a Fighter who goes above and beyond just mastering the art of Combat, mastering the art of Medicine while dabbling in healing magic as well. They thrive on the front-lines, cutting down foes while bringing back others from the brink of death with First Aid and Magic. To be a Combat Medic is to be selfless, to risk it all to ensure that no lives are lost in battle, and those on the other side of the skirmish fall before they can cause any harm.
Spellcasting
When you reach 3rd level, you augment your medical knowledge and combat prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
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
The Combat Medic Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice
The Spells Known column of the Combat Medic Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Combat Medic Spellcasting
|
FIGHTER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Urgent Care
At 3rd level, you learn that on the battle field, time is of the essence if you want to utilize your knowledge to save lives.
Making a Medicine check to stabilize a downed creature, or using a Healer's Kit to stabilize them, can now be done as a Bonus Action rather than an Action. Additionally, when you stabilize a creature you can heal them an amount equal to your level in this class. A creature can only benefit from this feature once per long rest.
Additionally, you gain proficiency in the Medicine skill if you do not already have it, and you make checks to stabilize creatures at advantage.
Filler Ability
At 5th Level, you literally gain nothing other than Extra Attack. This Feature is simply here to Appease D&D Beyond's Homebrew System, which is for some reason convinced that Fighter Subclasses get an extra feature at Level 5 Other than Extra Attack. I will remove this once the Builder is fixed, but for now, enjoy this nice block of text.
No Soldier Left Behind
Beginning at 7th level, You've learned how to push your body to the absolute limit in order to act fast to more easily save your companions, and can accomplish feats of strength that most people could only ever dream off in the heat of the moment. You gain the following benefits:
You now add your Wisdom modifier to your initiative rolls
Your movement speed increases by 10 feet
You ignore your carrying capacity when attempting to carry one or two incapacitated or unconscious creatures of your size, ignore the movement speed reduction from carrying a creature, and can carry them for a number of rounds equal to your Constitution Modifier (Minimum of One) before needing to set them back down.
Field Medic
At 10th level, you have learned how to remain calm under pressure, and apply First Aid to the wounded during the heat of battle. You gain the following benefits:
When you take the Attack action, rather than making an attack against a creature you can instead use your medical expertise to heal the wounded. Rather than make an attack roll, you can choose to heal a creature other than yourself within 5 feet of you for 1d4 + your Wisdom Modifier hit points. You can substitute an Attack Roll to heal a creature with this feature a number of times equal to your level in this class per Long Rest. The Dice used in this feature increase to 1d6 at 15th Level, and 1d8 at 20th Level.
Additionally, you also gain expertise in the Medicine skill, if you do not already have it.
Combat Medic
At 15th level, You have become so accustomed to healing others on the battlefield that you can maintain the offensive as you do so, and are much harder to magically restrain or frighten due to your experience.
When you replace all of your Attacks from an Attack Action with the use of the Field Medic feature, You can make a weapon attack against a creature of your choice within the range of that weapon as a Bonus Action.
Additionally, you also gain proficiency in Wisdom Saving Throws.
Defensive Triage
Starting at 18th level, when you draw from your well of boundless stamina to recover from your injuries, you send out a pulse of positive energy to heal and shield your allies, and expend your own stamina to protect them.
Whenever you use your Second Wind feature, you can also heal an extra amount of creatures equal to your Wisdom Modifier (Minimum of one) within 30ft of you for the same amount, and your AC, as well as theirs, is increased by an amount equal to your Wisdom Modifier (Minimum of One) until the start of your next turn.
Additionally, when an ally within 30ft of you fails a saving throw, you can spend a charge of your Indomitable ability as a reaction to let them reroll the save at advantage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/15/2020 11:48:21 PM
|
32
|
1
|
1.0
|
Coming Soon
|
|
|
6/23/2020 8:22:29 PM
|
71
|
2
|
--
|
Coming Soon
|
|
|
6/23/2020 11:14:31 PM
|
64
|
1
|
1.2
|
Coming Soon
|
|
|
6/25/2020 3:27:31 PM
|
69
|
1
|
1.3
|
Coming Soon
|
|
|
6/25/2020 3:34:34 PM
|
69
|
1
|
1.4
|
Coming Soon
|
Comments