Fighter
Base Class: Fighter

Fancy healing potions and magic might be standard fare for the rich and famous, but your average rank and file soldier must make do with what they can get. To prevent casualties from becoming fatalities, some soldiers put aside thoughts of personal glory to focus on stitching up wounds in the heat of battle and get their fallen comrades back in the fight. The greatest battlefield physicians can even advise allies on ways to avoid injury in the first place, turning potentially lethal wounds into mere grazes.

 

Medic!

At 3rd level you gain proficiency in Medicine, if you are already proficient you gain expertise instead. You have learned how to use healing kits to their full potential. You may use healing kits on targets that are not unconscious. When you use one on a creature they also gain hit points equal to 1d4+ your Medicine modifier.

 

On my way.

At 7th level you can use a bonus action to disengage. This also increases your movement speed by 10ft for that round. You may use this ability a number of times equal to your proficiency bonus per short res

Healing hands

At 10th level your skills with the healing kit are unsurpassed. The die you roll when using a healing kit is now a D8.

In addition you may use your second wind to heal an ally within 5 ft of you.

Warning Cry

At level 15 your understanding of the battlefield is so good that you can give a warning cry to your allies. Once per short rest you can use your reaction to give advantage on a dexterity saving throw to a number of creatures equal to your proficiency modifier, within a 60ft radius.

Reassuring Presence

At 18th level your mere presence in combat reassures your allies. Your have a permanent 30ft aura that reduces all damage taken by your allies by your medicine modifier.

Enoron Combat Medic- Fighter Subclass Image

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