Ive come to realize that this is one of the best places to post stuff if i am actually trying to get feedback from it. Any insight anyone can give me is much appreciated!
Medics are fighters who are adept in producing non-magical means for regenerating themselves and their allies, along with harnessing the knowledge and skill to aid them in combat.
Medical Training
When you become a part of this archetype at 3rd level, you gain skills that reflect your time as a trained medic. You gain the following features;
You gain proficiency in Medicine and herbalism kit. Both of these proficiencies can use your Intelligence modifier.
You are used to working with minimal supplies but still able to achieve the same results. A healer's kit has 20 uses for you, instead of 10.
When you make a medicine check to stabilize a creature or use your healer's kit, you can do so as a bonus action.
Over the course of a short or long rest you can spend 10 gp worth of materials in order to create either a Potion of Healing or an Antitoxin, given you have an herbalism kit. An item you have created this way becomes inert after 24 hours.
Combat Medic
Also at 3rd level you learn to perform a special action, in an attempt to cause enemies to target you instead of your allies. When a creature within 30 feet of you successfully makes an attack against an ally, you can use your reaction to make a weapon attack against that creature. When you use this reaction, if you succeed on the attack, that creature has disadvantage on the next weapon attack it makes that is not against you.
You can use this special reaction a number of times equal to your proficiency bonus, and regain all uses after you finish long rest.
Advanced Medical Training
At 7th level, you can craft healing potions and other objects with your herbalism kit at half the amount of time and money.
Additionally, whenever you stabilize a creature or heal a creature with a potion you have created or with a healer's kit, they regain an additional 1d6 + your intelligence modifier as hitpoints. When restoring hitpoints to an ally in combat, you aso also repair, or at the very least remedy, any effects causing lingering injuries or long term damage (such as a broken leg or a damaged eye.)
Field Physician
When you reach 10th level, over the course of a short rest you can perform light medical procedures or provide herbs and medication to yourself and your allies. Each creature who shares the rest with you can gain one of the following benefits;
The creature regains an additional 1d12 + your intelligence modifier as hit points
The creature gains 2d4 + your intelligence modifier as temporary hit points
The creature recovers from one condition causing it to be; poisoned, diseased or exhausted.
A creature can only benefit from one of these effects per short rest, and once they receive one of the benefits they cannot receive the same benefit until they finish a long rest.
Anatomical Exploit
Also starting at 10th level, your knowledge of anatomy can grant you additional insight during combat. Whenever you are fighting a creature you have fought before, or one who has a familiar arrangement of limbs (such as anything with a humanoid shape) you can grant yourself advantage on one weapon attack against that creature.
You can only use this feature once per turn, and it only works on a creature who is at less than their maximum hit points.
Advanced Medical Training
At 15th level your medical training advances;
You can create up to 3 Potions of Healing or Antitoxins over the course of a long rest.
Healer’s kits have 30 uses for you instead of 20.
You can double your proficiency bonus for Medicine checks and ability checks made with an Herbalism Kit.
Miracle Worker
When you reach 18th level, you can perform even thee most impossible tasks with medicine. You can attempt to stabilize a creature who has been dead for no longer than 1 hour with 1 minute of work. On a success the creature becomes conscious with 1 level of exhaustion and 3d12 + your intelligence modifier hit points.
Ive come to realize that this is one of the best places to post stuff if i am actually trying to get feedback from it. Any insight anyone can give me is much appreciated!
Medics are fighters who are adept in producing non-magical means for regenerating themselves and their allies, along with harnessing the knowledge and skill to aid them in combat.
Medical Training
When you become a part of this archetype at 3rd level, you gain skills that reflect your time as a trained medic. You gain the following features;
Combat Medic
Also at 3rd level you learn to perform a special action, in an attempt to cause enemies to target you instead of your allies. When a creature within 30 feet of you successfully makes an attack against an ally, you can use your reaction to make a weapon attack against that creature. When you use this reaction, if you succeed on the attack, that creature has disadvantage on the next weapon attack it makes that is not against you.
You can use this special reaction a number of times equal to your proficiency bonus, and regain all uses after you finish long rest.
Advanced Medical Training
At 7th level, you can craft healing potions and other objects with your herbalism kit at half the amount of time and money.
Additionally, whenever you stabilize a creature or heal a creature with a potion you have created or with a healer's kit, they regain an additional 1d6 + your intelligence modifier as hitpoints. When restoring hitpoints to an ally in combat, you aso also repair, or at the very least remedy, any effects causing lingering injuries or long term damage (such as a broken leg or a damaged eye.)
Field Physician
When you reach 10th level, over the course of a short rest you can perform light medical procedures or provide herbs and medication to yourself and your allies. Each creature who shares the rest with you can gain one of the following benefits;
A creature can only benefit from one of these effects per short rest, and once they receive one of the benefits they cannot receive the same benefit until they finish a long rest.
Anatomical Exploit
Also starting at 10th level, your knowledge of anatomy can grant you additional insight during combat. Whenever you are fighting a creature you have fought before, or one who has a familiar arrangement of limbs (such as anything with a humanoid shape) you can grant yourself advantage on one weapon attack against that creature.
You can only use this feature once per turn, and it only works on a creature who is at less than their maximum hit points.
Advanced Medical Training
At 15th level your medical training advances;
Miracle Worker
When you reach 18th level, you can perform even thee most impossible tasks with medicine. You can attempt to stabilize a creature who has been dead for no longer than 1 hour with 1 minute of work. On a success the creature becomes conscious with 1 level of exhaustion and 3d12 + your intelligence modifier hit points.
This looks great man, I'm gonna make a couple tweaks for my game but I am definitely using this!