Fighter
Base Class: Fighter

The Medic is a savior to the injured and the hopeless of the battlefield. These Fighters know the value of keeping their comrades in the fight, or patching them up so they can fight another day. Not every Medic lives in the thick of the fight, with many preferring to be behind the lines in Medical tents, but those who choose this archetype are usually not far from battle.

Combat Medicine

When you choose this archetype at 3rd level, you learn to maximize medical tools in battle. As a bonus action, you can spend one use of a healer's kit to restore hit points to a creature within 5 feet of you equal to 1d8 + your fighter level.

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

Medical Training
At 3rd level, you gain proficiency with the Medicine skill, and your proficiency bonus is doubled for any ability check you make that uses Medicine.

Combat Composure

Starting at 7th level, your time on the battlefield has trained you to keep your composure in even the most stressful of situations. You have advantage on saving throws against being stunned or frightened. Additionally, your stoic composure spreads to those who you treat, allowing you to end one disease or condition affecting a creature you treat with your Combat Medicine feature.

Resuscitation

At 10th level, you gain the ability to bring an ally back from the brink of death. As an action, you can touch one creature who has died within the last minute to return them to life with 1 hitpoint. You must expend 300g worth of medical supplies to do this procedure.

Once you use this feature, you can't do so again until you finish a long rest.

Improved Combat Medicine
At 10th level, the hit points restored by your Combat Medicine increases to 3d8 + your fighter level.

Medical Expertise

At 15th level,  when you would normally roll one or more dice to restore hit points with your Combat Medicine feature, you can instead use the highest number possible for each die. For example, instead of restoring 1d8 hit points, you restore 8. 

Once you use this feature, you must finish a short or long rest before you can use it again.

Additionally,  when you roll initiative and have no uses of your Combat Medicine feature remaining, you regain 1 use. 

Superior Combat Medicine

At 18th level, the hit points restored by your Combat Medicine increases to 5d8 + your fighter level. 

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