Fighter
Base Class: Fighter

Are you playing in a party of 5 players? Did nobody choose a cleric? Luckily for you can enjoy all the fun of kicking butt as a fighter with bringing just enough healing capabilities to at least postpone the deaths of your allies.

Medical Training

At 3rd level when you choose this archetype, you gain proficiency in the Medicine skill. Your proficiency bonus is doubled for any ability check you make that uses Medicine.

Additionally, whenever you make an ability check to stabilize a creature or expend a use of a healer's kit you may do so as a bonus action.

Spellcasting

When you reach 3rd level, you augment your medical knowledge and combat prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

 Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional 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 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level 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 SPELLS — SPELL SLOTS PER SPELL LEVEL —  
KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH
3rd  2 3 2 — — — —
4th  2 4 3 — — — —
5th  2 4 4 2 — — —
6th  2 4 4 2 — — —
7th  2 5 4 3 — — —
8th  2 6 4 3 — — —
9th  2 6 4 3 2 — —
10th  3 7 4 3 2 — —
11th  3 8 4 3 3 — —
12th  3 8 4 3 3 — —
13th  3 9 4 3 3 1 —
14th  3 10 4 3 3 1 —
15th  3 10 4 3 3 2 —
16th  3 11 4 3 3 2 —
17th  3 11 4 3 3 3 1
18th  3 11 4 3 3 3 1
19th  3 12 4 3 3 3 2
20th  3 13 4 3 3 3 2

 

 

Medicinal Packs

Also at 3rd level, you use your knowledge of medicine to design and construct small medicinal packs. You have a number of packs equal to your Wisdom modifier (minimum of 1) you can carry at a time. Only you have the skill to properly handle them, and a pack that is not on your person falls apart and is unusable at the start of your turn.

As a bonus action, you can apply a pack to a creature within 5 feet of you, or toss it to a creature within 30 feet of you who can then use the pack immediately if they arent incapacitated, or use it on their turn as a bonus action. A creature affected by a pack regain a number of Hit Points equal to 1d6 + your fighter level.

You can remake your packs over the course of a short or long rest.

The number of dice your medicinal packs heals increases to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

Anatomy Strike

At 7th level, you can use your careful study of physiology to strike at weak points in your foes. When you roll damage dice for a weapon attack, you can change one of the rolled dice to be its maximum value instead.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Forensics

Also at 7th level, if you spend at least 1 minute observing or interacting with a dead creature outside of combat, you learn certain information pertaining to its death. You learn any of the following information:

  • Whether the creature was caught by surprise.
  • What killed the creature, such as a specific type of weapon, poison, or spell.
  • The type of creature that killed it, such as a beast or undead. If you have seen the exact kind of creature that killed the target before, you know it as well.

Quick Respite

At 10th level, your application of medicine does not interfere with your own ability to recover from injuries. When you apply or toss a medicine pack, you may use your Second Wind feature as part of the same bonus action.

Miracle Worker

Additionally at 10th level, your study of medicine lets you bring someone back from the brink of death. As an action, you can return a creature that has died within the last minute to 1 hit point. You must expend 300 gold pieces worth of specialized medical materials to do so. This procedure cannot return life to a creature that has died of old age, and does not restore missing body parts.

Once you use this feature, you cannot do so again until you finish a long rest.

Experimental Infusion

At 15th level, whenever a creature receives the benefits of one of your medicinal packs, it receives one of the following additional affects of your choice:

  • Adrenaline. The creature's movement speed is doubled on its next turn.
  • Focus. The creature has advantage on the next ability check, attack roll, or saving throw it makes within the next minute.
  • Toughen. The creature gains 10 temporary hit points, which are lost after 1 minute.

Improved Action Surge

At 18th level, you have mastered the art of quickly acting under pressure to help your allies. When you use your action surge, you also gain an additional bonus action.