Base Class: Fighter
A grizzled, gray haired veteran raises their shield just in time to block an incoming goblin arrow. The force of the blow as it slams into the shield reverberates up their arm, sending a dull wave of pain that they grimace against. A moment later that pain is forgotten as they take cover behind a makeshift barricade. Before them their dwarven companion is bleeding out from a mixture of lacerations and tab wounds. With a deft agility that belies their age they quickly open their healers kit and get to work. With a mixture of salves, bandages, potions and other alchemical reagents, they have everything they need for the task ahead. Quickly applying salves and bandages to plug the wounds and stem the flow of lifeblood, the dwaf's eyes flicker open. With a small smile the Medic puts their kit away, cinching the strap of their shield a little tighter as the grinning visage of a green goblin emerges atop the barricade. Without conscious thought the Medic grabs their spear and thrusts it upwards, piercing through the Goblins chin and into the brain beyond, sending it sprawling lifeless to the earth below.
Elsewhere a young elf graduates at the top of his class. He is equipped with the martial prowess among the best of his peers, and an anatomical knowledge of scientifically proven medical practices that would rival the greatest master in the academy. He is ready to set off in search of a life of adventure beyond the confines of his forest home. Although he has heard talk of the gods smiling down on his people, granting them their blessings he knows the life of a Cleric or Paladin were not for him. Not one for devotion, not one for blindly trusting to faith of a higher power, he prefers to put power in his own hands, put faith in what his own eyes can see.
The medic subclass allows for the exploration of medicinal healing through scientific practices, herbology and alchemy, allowing the Medic to have ancillary frontline support for his team while still retaining all the martial prowess of the fighter. Anatomical knowledge can be a blessing and a curse. A blessing for your allies, and a curse for those who would stand in your way.
Combat Healer
Your time spend aiding your allies in combat has given you triage skills far greater than your peers. You have procured a collection of bandages, salves, splints and tinctures to create a Triage Kit. This Triage Kit is represented by your Triage Die, which are each a d6. You have a number of these die equal to your fighter level, and they fuel various healing and utility abilities, which are detailed below.
Battlefield Triage: You are adept at quickly staunching wounds and preventing injuries from worsening. As an action you can heal one creature within 5 feet of you, expending a number of Triage Die to do so. The maximum number of dice you can spend at once is equal to your proficiency modifier. Roll the dice you spend, add them together and restore a number of hit points equal to the total + your Wisdom modifier.
Stabilising Boost: You can use your Triage Kit in place of a Healers Kit to stabilise a creature. When you succeed in stabilising a creature you can spend two Triage Dice to heal the target over the next four turns. The target can roll a die equal to your Triage Die at the start of each of their turns and regain a number of hit points equal to the amount rolled. If the target is reduced to 0 hit points this effect ends.
When you reach certain levels in this class, the size of your Triage Dice increases: at 7th level (d8), 10th level (d10) and 15th level (d12)
Anatomical Savant
Your mastery of anatomical biology, whether through learned knowledge or through hard earned experience, has given you a number of benefits. Your proficiency bonus is doubled for any ability check that uses Medicine. You also gain proficiency with Herbalism Kit and Alchemist's Supplies.
Agent of The Reagent
Through experience, knowledge and trial and error, you have learned how to use the Reagents within your Healers Kit to create remedies in advance. Whenever you finish a short or long rest you can expend Three Triage Die to produce a Remedy. A creature can use an action to use a Remedy and gain its' benefits, which are detailed below. A remedy lasts until it is used or until your next long rest. If the Remedy requires a Triage Die to be rolled, this is not subtracted from your current available dice.
Medic's Bandage: The creature that uses this Remedy rolls three Triage Die, regaining a number of hit points equal to the amount rolled + your Wisdom modifier.
Restorative Salve: the creature that uses this Remedy can end one disease or one condition on themselves as if by the effect of the Lesser Restoration Spell.
Energising Herbs: The creature that uses this Remedy can roll a Triage die and add that number to their initiative rolls for the next 6 hours.
Physician's Resolve
You know that your presence on the battlefield can mean the difference between life and death for your allies. When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. Additionally, if you do not have any uses of the Second Wind feature, you regain one use. You can't use this feature again until you finish a long rest.
Improved Combat Healer
Your use of Triage Kits is unparalleled. Through hard won experience you have learned how to maximise the benefits, and can apply healing quickly and resolutely in combat. You gain the following abilities:
Rapid Triage: You have become adept at quickly patching injuries. As a Bonus Action you can heal one creature within 5 feet, spending one Triage Die. Roll the die and restore a number of hit points equal to the amount rolled + your Wisdom modifier.
Improved Restorative Salve: You are able to keep some of your restorative salve ready at all times. As a bonus action you can expend two Triage Die and end one disease or one condition on a creature within 5 feet as if by the effect of the Lesser Restoration spell.
Improved Battlefield Triage: You have discovered reagents that help give lasting protection to your patients. When you use your Battlefield Triage ability and expend at least two Triage Die, the target also gains resistance to one damage type of your choice: acid, cold, fire, lightning or thunder for the next two rounds.
Enduring
Through knowledge and experience of time spent on the front line, you have learned to endure in battle, maintaining composure and focus. All falter in battle eventually however, and to ensure you don't you have developed a mixture of herbs and roots that allow you to endure. As a bonus action you can consume your mixture and gain the following benefits which last for 10 minutes:
- At the start of each of your turns you regain hit points equal to half your fighter level
- When you use a Triage die as part of an action or bonus action you may immediately make a single weapon attack.
- You gain immunity to poison damage and the poisoned condition.
- The benefits finish early if you are reduced to 0 HP
After 10 minutes have passed you are reduced to 0HP and considered poisoned. You remain unconscious in this manner for 1d8 hours or until the poisoned condition is removed from you.
Previous Versions
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