Base Class: Fighter
Using your experience in battle and some medical theory, you learn how to help the wounded in battle. Field Medics jump right into the middle of a battle in order to heal allies and save lives.
Bonus Proficiencies
At 3rd level when you choose this archetype, you gain proficiency in the Medicine skill. You also double the proficiency bonus on any checks that use the Medicine skill. You also gain advantage on any of these checks if using a Medical Kit.
Medical Salves
At 3rd level, you also gain the ability to craft and apply healing salves to wounds. You can carry up to 3 salves at level 3 and only you have the ability to use them. You can replenish your salves during a short rest or long rest (1 per hour) as long as you have a Herbalism Kit in your inventory.
Each applied salve heals for 1d8 + your fighter level and can be applied as a bonus action.
The number of healing salves you can carry increases to 4 at 7th level, 5 at 13th level, 6 at 15th level, and 7 at 18th level.
The healing power of your salves increases to 2d8 at 7th, 3d8 at 15th level, and 4d8 at 18th level.
After 10th level you can craft 2 salves in one hour.
Medical Theory
At 3rd level you learn how to stabilize mortal wounds. You can spend an action to bring a dying creature to 0 hit points instantly, as long as you have a Medical Kit in your inventory. Using this ability automatically ends your turn.
Medic's Blessing
At 7th level if you end your turn on applying a medical salve or tending to a downed creature all attack rolls made on you have disadvantage.
Mercy
At 7th level your dedication to saving lives provides you with the ability to save dying enemies. If you stabilize a dying enemy that enemy has to make a DC 12 + your Medicine proficiency Wisdom saving throw. If they fail and are an intelligent creature and aren't indefinitely evil, they become friendly towards you, and if they join the battle they fight on your side. If they succeed they remain unconscious but are still stabilized.
Vital Strike
At 10th level with your knowledge of anatomy, you know where to strike in order to cause more damage. You can use this ability to change one damage die to its maximum number. Once you use this ability you must complete a long rest to use it again.
At 15th level you may use this ability twice before completing a long rest.
Life-Saving Surgery
At 10th level with your knowledge in treating wounds, you may perform surgery on a creature that has died during the last minute in order to bring them back to life. When you use this ability you have to spend 300gp of medical supplies in order for the procedure to work. You cannot use this ability on a creature that has died of old age. Life-Saving Surgery does not recover lost body parts.
You may use this ability once before having to complete a long rest at 10th level and twice at 15th level.
Heroic Rush
At 15th level, battle-hardened and dedicated to saving lives, you can pick up a dying or stabilized creature and carry it to safety. You automatically succeed in picking up the creature and it cannot be larger than you in size. When you use this action you gain an additional 30ft movement. All attack rolls made against you while carrying the creature are rolled with disadvantage. You cannot perform any other action while carrying the creature.
Salve Mastery
At 15th level you can expertly apply salves without effort. Whenever you apply a salve as a bonus action you can apply another one as an additional bonus action.
Master Surgeon
At 18th level you have become a master surgeon and may perform different types of surgery. To perform the surgery you must spend 400gp on medical supplies and herbal anesthetics. The creature must be unconscious in order for the surgery to take place. Each surgery takes up an entire long rest during which neither you nor the patient gains benefits of the long rest.
Heal Injury - You perform surgery in order to heal a minor injury such as a broken leg, internal wounds, infected wounds. The wounds are healed after a day of resting. The surgery does not recover lost body parts.
Heal Scar - You perform surgery in order to heal horrid scars gained in battle. The scar does not fully disappear but does not affect the visual aspect of the creature.
Plastic Surgery - You perform surgery on a creature's face in order to make them more attractive. The creature gains 4 points into their Charisma score.
Prolong Life - You perform a surgery on a creature that is at least 5 years before their life expectancy in order to prolong that creature's life. The creature's life is prolonged by1d10 years. The creature can undergo this surgery only once in their life.
Comments