Base Class: Fighter
A warrior who specialises in helping their party members during combat, by easing their wounds through quick medical treatment.
Quick patch up
Beginning when you choose this archetype at 3rd level, you gain proficiency in Medicine, if you are already proficient, you gain expertise in this skill, in addition, your medicine checks have advantage to stabilise a creature.
You also gain additional features when using a healer's kit:
You can attempt to heal another creature when not at 0HP, healing them for a d4 per level in this class + half your medicine modifier rounded down (no less than 1). This does not apply if the creature is not stable unless you have the Healer feat.
If have the Healer feat, the healing increases to 1d6 as per the ability, however when rolling a 1 or a 2, you may re-roll this dice and take the new roll, however it is not mandatory.
Diagnosing Eye
Beginning at 3rd level, thanks to your intense medical training and experience, you can, more accurately deduce the cause of injuries that have been inflicted on creatures.
You gain advantage on medicine checks to discern the cause of an injury, or how long ago an injury was caused. This can include old scars (at the DM's Discretion)
Shared Constitution
At 7th level, you gain the ability to, expend, up to half of your available hit dice to heal another friendly creature.
When you use this ability you, choose a friendly creature, within 30 feet, and roll an amount of hit dice (up to half of your character level) to heal them by that amount.
After doing so, you gain a point of exhaustion
You can use this ability once per long rest.
Battle Hardened
Starting at 10th level, you become used to the horrors of combat and the gore you have witnessed as a medic and also do not lose focus on what's important during battle.
You gain advantage on saving throws to become frightened during combat and gain advantage on saving throws against being charmed, during combat.
As a reaction, you can give a creature within 30ft of you advantage on a saving throw against being frightened during combat. You are able to use this ability equal to your charisma modifier (minimum of once), you cannot use it again until you finish long rest.
Tough Skin
Your experience as a combat medic gives you an insight into internal damage caused by enemy attacks against you and you become more aware and able to evade blows that impact your internal organs somewhat.
At 15th level, whenever your maximum HP is reduced by magical or other means, half the amount it reduces your max HP (rounded up) and that applies to you instead.
You also gain the ability to cast the Aid Spell at 2nd level, without needing material components, an amount of times equal to your charisma modifier (minimum of once), per long rest.
Medical Genuis
At 18th level, you advance your medical capabilities intensely.
Whenever you roll healing dice for: Healer's Kit, Potions of healing you maximise the total of the dice instead of rolling. 2d4 becomes 8
This bonus also applies for your second wind feature
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