Fighter
Base Class: Fighter

     In the trenches of the front lines, injury is inevitable. Where the bodies are thickest and the scent of blood lies heaviest, the Combat Medic finds their place. Where many fighters assert that the best defense is a good offense, the medic places a higher priority on caring for their allies. Their ability to keep forces in the fight makes them an extremely valuable addition to any force.
     Although they cast cleric spells, Combat Medics need not hold to any official religion. Many channel their power not through traditional religious faith, but through their belief in their nation, their commitment to patriotism, and their faith in their comrades.
     Combat Medics found a place in all of the armies of the Last War, though the Five Nations had the heaviest concentrations in their ranks. House Jorasco has also trained a small number of these martial healers for the most dangerous of tasks.

Spellcasting

     Beginning when you choose this archetype at 3rd level, you augment your martial prowess with the ability to cast spells.
     Cantrips. You learn the spare the dying cantrip and can cast it as a bonus action. You also learn two other cantrips of your choice from the cleric spell list. You learn another 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 1stlevel spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.
     Spells Known of 1st-Level and Higher. You know three 1stlevel 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

First Aid

At 3rd level, you can quickly rush to the aid of those in need.  You gain proficiency with the Medicine skill. If you were already proficient in Medicine, your proficiency bonus is doubled for any ability check you make using this skill. Additionally, your speed increases by 5 feet while you are wearing light armor or no armor.

Combat Nimbleness

Starting at 7th level, your long training with light armor has paid off, and you hardly feel the weight of your armor at all. When you are wearing light armor or no armor, you can take the Dash or Dodge action as a bonus action.

Healing High

Starting at 3rd level, you become exhilarated after healing your allies. After you cast a spell that restores hit points to another creature, the next time you hit a creature with a melee attack within the next minute, your attack deals extra damage equal to half your fighter level {{classlevel/2}}.

Healing Kicker

At 10th level, you deepen your knowledge of healing techniques.  When you cast a spell that restores hit points to another creature, every target of that spell gains one of the following benefits of your choice:
-Great Fortitude. The target gains advantage on the next Strength, Constitution, or Dexterity saving throw that it makes within the next minute.
-Iron Will. The target gains advantage on the next Intelligence, Wisdom or Charisma saving throw that it makes within the next minute.
-Lightning Reflexes. The next time the target is subjected to an effect that does damage within the next minute, it can use its reaction to halve the damage from that effect.
-Power Attack. The target has advantage on all attack rolls until the end of its next turn. If multiple creatures are healed by the same spell, the chosen effect applies to all of them.

Medical Evacuation

     Starting at 15th level, you've learned how to harness residual healing energies to teleport allies to safety. When you cast a spell that restore hit points to another creature, you can teleport one willing target of that spell up to 60 feet to an unoccupied space that you can see.
     Once you use this feature, you can't use it again until you finish a short or long rest.

Heroes Never Die

     At 18th level, your allies have no fear of death in your presence. As a reaction, if another creature within 60 feet of you that you can see would drop to 0 hit points as a result of taking damage, you can cause it to drop to 1 hit point instead.
     You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

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