Base Class: Fighter
Field Medics are arguably the most important soldiers on the battlefield since the well being of dozens rests on their shoulders. Nevertheless Field Medics work tirelessly, seemingly without a single hint of stress. They dance on a thin line between life and death, saving other people while ducking and dodging through the front lines. But also outside of the big battlefield these healers are always a welcomed addition to every party, both because of their expertise and their rational and fast analysation of situations.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in Medicine and one of the following skills of your choice: Athletics, Nature, Sleight of Hand, or Survival. Alternatively, you learn one language of your choice. In addition your proficiency bonus for medicine gets doubled.
First Aid
Starting at 3rd level, you are trained in staying relaxed under intense situations to ensure the survival of your patients. First you are able to draw or stow Healer's Kit without using an action. Additionally you are able to take an hour and spend 3gp worth of medical material to craft a Healer's Kit. Next, you can now use an action and spend a charge of the Healer's Kit to heal a characters hit points, who is within 5ft. of you, by 1d12 + your medicine skill bonus. Lastly you are also able to use an action and spend three charges of a Healer's Kit to cure a character within 5ft. of you of one of the following conditions: Blinded, Deafened, Paralyzed, Poisoned or Stunned.
Dashing Through the Ranks
Starting at 7th level, you are used to dart around the fight, dodging incoming attacks. From now on you can't be targeted by opportunity attacks anymore. In addition, when you use your Second Wind class feature, your movement speed increases by 10 for two rounds and you gain immunity to difficult terrain-effects. After you have gotten this bonus once, you can't gain it's effect again until you've finished a long rest.
Perfect Timing
Starting at 10th level, your knowledge about life and death allows you to take risks you wouldn't have taken before. You are now able to use your Second Wind class feature two times per short or long rest. Additionally, the first attack you do in a fight deals an additional 3d12 hit points of the weapons damage type. After this attack the target must succeed on a DC 10 plus your Medicine skill bonus Constitution saving throw. If it fails, the next attack against it is done with advantage.
Anatomical Studies
Starting at 15th level, you can assess a foe's anatomy with great insight and precision, identifying key points of weakness. As an action you can make a Wisdom (Medicine) check on a creature you can see on a DC of 10 plus the distance in feet between you and the target. On a success, you know, whether the target has more or less than half it's maximum hit points, if it is affected by any disease or poison and any damage vulnerabilities, resistances and immunities it has.
Versatile Doctorate
At 18th level your ability of saving lives and defying death becomes legendary. You gain the following benefits:
Battlefield Evacuation You are used to bringing your companions out of harms way. You can drag a medium sized body for 20 feet per round.
Prevention of Unnecessarities As an action you can spend a charge of a Healer's Kit to give a creature advantage to Constitution Saving Throws for 1 hour. This feature can be incorporated into one of your First Aid actions without having to spend an additional action.
Back on Two Feet As an action you can spend eight charges of a healers kit and do a DC 25 Wisdom (Medicine) check targeting a dead creature that has died within 10 minutes and is not a construct or undead and didn't die of old age. On a success you can revive the target with 1 hit point.
The Horrors of War You have advantage on all Constitution and Wisdom saving throws.
Previous Versions
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3/27/2021 2:06:39 PM
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5e
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Coming Soon
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