Base Class: Fighter
Close up in the fray, the combat medic is a dangerous alchemical fighter utilizing their vast medical knowledge to favorably tweak the battlefield on the forefront of modern medicine. They utilize tools at their disposal called Stims, or combat syringes to heal, harm, or alter a creature in the midst of battle. Some stims are experimental to a combat medic, and trained battle surgeons oftentimes see the worst of a magic infused battlefield.
Combat Stims
When you choose this archetype at 3rd level, you learn the effects herbs and magic can have on the body; and create stims that are fueled by special dice called stim dice.
Stim Recipes. You learn three recipes of your choice, which are detailed under “Recipes” below. Many recipes enhance or enfeeble some way. You can use only one stim per attack.You learn additional recipes of your choice at 7th, 10th, and 15th levels. Each time you learn new recipe, you can also replace one you know with a different one.
Some stims are implemented alongside an attack, while others may replace one or more attack(s) during your attack action.
Stim Dice. You have four stim dice, which are d8s. A stim die is expended when you use it. You regain all of your expended dice when you finish a short or long rest.You gain another stim die at 7th level and one more at 15th level.
Saving Throws. Some of your recipes require your target to make a saving throw to resist the chemical effects. The saving throw DC is calculated as follows:
Stim Save DC = 8 + your proficiency bonus + your Wisdom modifier
Ingredient Savant
At 3rd level, you gain proficiency with herbalism and poisoner's kits.
Stim Recipes
At third level you select 3 recipes from the list below. You can learn more recipes at 7th, 10th, and 15 levels.
Adrenaline
When you take the attack action, you can forego one of your attacks to make either a melee or ranged stim attack against a creature you can see within range. The target can be willing, and if so, it automatically hits. On a hit, the target is affected by magical adrenaline as if they were enchanted by the haste spell, but effects only last until the end of their next turn. A creature affected by this stim cannot be affected by it again until it finishes a short or long rest.
Elemental Infusion
As an action you can expend one use of your combat stim dice and administer yourself or a creature you can see within 20ft with a throwable syringe. This syringe is infused with elemental crystals powderized and reduced in a solution. When you use this stim, choose between fire, cold, poison, or acid. The target becomes resistant to the chosen type for 1 minute and also under the effects of the Dragon's Breath spell of the chosen element.
Endorphines
When you see a creature including yourself within stim range take damage from any source except psychic or force, you may use your reaction and a use of your stim die to administer endorphines to reduce the damage taken by that amount rolled on the stim die plus your wisdom modifier. The target is also resistant to that type of triggering damage until the start of its next turn.
Frostvein Addative
When you take the attack action, you can forego one of your attacks to make a ranged stim attack against a creature you can see within 20ft with a throwable syringe. Expend one use of your combat stim dice. On a hit, the target suffers cold damage equal to your stim die plus your wisdom modifier. The target must make a constitution saving throw (DC {{savedc:wis}}). On a fail, the target's current speed is halved for the next minute and takes an additional stim die cold damage at the start of its next turn. The target can repeat the saving throw on the end of each of its turns to end the slow effect.
Healing Syringe
When you take the attack action, you can forego one of your attacks to administer yourself or a creature you can see within 20ft with a throwable syringe. Expend one use of your combat stim dice. The target is healed an amount equal to your combat stim die plus your WIS modifier.
Infatuation Infusion
When you take the attack action, you can expend one stim die to coat your weapon with a charming toxin. On a hit, roll damage and add the stim die to the damage roll and the target must make a WIS saving throw (DC {{savedc:wis}}). On failure, the target is under the effects of Philter of Love until the end of its next turn. While charmed this way, the creature has disadvantage on all attack rolls against the first creature it sees at the start of its next turn. A creature that cannot be charmed is immune to this toxin.
Nauseating Mutagen
When you take the attack action, you can forego one of your attacks and expend a use of your stim die to make either a melee or stim ranged attack against a target. On a hit, the target must make a Constitution saving throw (DC {{savedc:wis}}). On a fail, the target suffers from the poisoned condition for the next minute and becomes prone and begins vomiting. Creatures immune to poison or the condition are unaffected by the stim and does not fall prone.
Neurogen
As an action, you can administer yourself or a creature you can see within 20ft with a throwable syringe. Expend one use of your combat stim dice. The administered creature develops heightened senses and awareness for the next minute. The affected creature is applied with the following benefits:
- The creature has advantage on perception checks and can target creatures even if they are lightly obscured.
- The creature gains darkvision of 120ft.
- The creature cannot be surprised and has advantage on initiative checks.
Steroid Injection
When you or a creature within 20ft that you can see takes the attack action, you may use your reaction to administer the attacking creature with a throwable syringe. Expend one use of your combat stim die. Until the end of that creatures turn, whenever that creature hits with an attack roll, add your combat stim die to the damage rolls made from that creature.
Tranquilizer
When you take the attack action, you can forego one of your attacks to make either a melee or stim ranged attack against a target. On a hit, the target must make a Constitution saving throw (DC {{savedc:wis}}). On a fail, the target falls asleep until the start of your next turn or until it takes damage. Only creatures that can affected by the sleep spell can be affected by the Tranquilizer Stim. Once affected, the creature cannot be affected by this stim again until it takes a long rest.
Viral Anti-gen
When you take the attack action, you can forego one of your attacks and expend a use of your stim die to make either a melee or stim ranged attack against a target. On a hit, the target must make a Constitution saving throw (DC {{savedc:wis}}). On a fail, the target suffers the stim die damage of necrotic damage and cannot regain hit points until the end of its next turn.
Self Administered
Starting at 7th level, whenever you administer a stim to another creature you may use your reaction to administer the same dosage to yourself without expending an additional Stim die.
Improved Potency
Your stim dice turn into d10s and the Healing Stim heals for one additional die. At 18th level, they turn into d12s and heal for two additional.
Prescription Refill
When you roll initiative and have no stim dice remaining, you regain a number of stim dice equal to your Wisdom modifier.
Improved Potency
Your stim dice turn into d12s and the Healing Syringe heals for one additional die.
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Posted Jul 18, 2022Currently playtest version 1. stim recipes, dice, and abilities are subject to change. more recipes coming soon!