Fighter
Base Class: Fighter

After many years of Medical studies and martial training, you dive headfirst into conflicts armed with weapon and your trauma kit in order to assure the survival of your allies and to ruin whoever would dare see them harmed. Even without the aid of a Deity, or the support of any arcane ability, you know how to treat injuries, cure illnesses, and bring someone back from the brink of death itself.

Trauma Kit

3rd-level Battle Medic Feature

Trauma Kit: When you choose this archetype at 3rd level, you create a Trauma kit that houses all the supplies you require to treat your allies. The Trauma kit has charges equal to twice your proficiency modifier. The Trauma kit has a range of 5 ft which applies to all of its possible applications. A Battle Medic can use the Trauma kit by subverting any numbers of their attacks to instead expend a charge to heal an ally for 1d6+ Your wisdom Modifier (This scales up to 1d8 at level 7, 1d10 at level 13 and finally 1d12 at level 19).

You can also use 3 charges to essentially cast the lesser restoration spell on a target within 5 ft. This is represented by your knowledge of different nefarious effects that can plague your allies and how to cure them.

The Trauma kit's charges are replenished by half (Rounded up) after a short rest and to full after a long rest only if the Battle Medic has a Herbalism Kit. They also gain Proficiency in said Herbalism kit.

Emergency Stash: Additionally, your Second Wind feature can now be used on allies within your Trauma kit range. This is reflected by your resourcefulness in keeping an emergency stash of healing supplies hidden on your person at all times. This stash cannot be found by anyone searching your person unless they specifically roll a natural 19-20 on an investigation roll to pat you down. If this stash is found and taken away from you, another one can be prepared by using the same rules used to generate a Trauma kit charges.

Battlefield Physician

3rd-level Battle Medic Feature

You gain proficiency in the Medicine skill. You also have advantage on rolls made to discern the cause of wounds and illness affecting any creature you can see.

As a Bonus Action, you can bolster yourself with the responsibility of coming to the wounded's help. To do so you must see an ally, afterwards your movement speed towards them is doubled for as long as you move in a straight line towards them. If the target is unconscious, you also ignore difficult terrain.

Any opportunity attacks that you would receive while under the effects of this ability are made at disadvantage.

Medical Ingenuity

7th-level Battle Medic feature

You have managed to construct an experimental Archaic Defibrillator. Doing so costs you 300G and to utilize it costs an action, this allows you to essentially cast the Revivify spell and renders the Defibrillator unusable. You can have any number of Defibrilators ready on your person as long as you can afford the construction cost. Only you know how to use this device.

Additionally, moving an ally whether by dragging or lifting them does not reduce your movement speed and your carrying capacity is doubled in this specific scenario.

Healer and Soldier

10th-level Battle Medic feature

Whenever you would use the Trauma Kit's restoration ability, you can now expend half of its charges (Rounded Down) and 100G worth of diamond dust from your newly aquired Magical supplies to effectively cast the Greater restoration spell.

Additionally, you can now expend a Bonus Action and your Action Surge feature to expose the physical weaknesses in the anatomy of a creature you can see within 60 ft of you. For the next minute, any damage the target receives from yourself or your allies is increased by a number equal to your Wisdom modifier.

Cool under pressure

15th-level Battle Medic feature

Whenever you use your action surge feature, any healing done with your trauma kit in that same round counts as the maximum amount rolled on the die.

If you begin combat without your Action Surge available, regain a use of it.

Death's Enemy

18th-level Battle Medic feature

Whenever one of your allies becomes unconscious within 30 ft of you, you can expend your reaction to transform your worry for their wellbeing into a ravenous hatred directed at whoever cast them down and mark them. On your next turn, any attacks against the marked target will critically hit on a roll of the die equal to 20 - Your wisdom modifier.

Once per turn, after rolling a critical with this feature, roll one of your Trauma Kit die without adding your Wisdom modifier to the result. You can add the result to the AC of any unconscious ally that you can see. While they have this bonus to their AC, any attack made against them cannot be at Advantage.

Previous Versions

Name Date Modified Views Adds Version Actions
6/27/2022 9:24:23 PM
15
0
0
Coming Soon
6/27/2022 9:32:29 PM
4
0
0.1
Coming Soon
6/27/2022 9:39:37 PM
4
0
0.2
Coming Soon
6/28/2022 1:05:30 AM
7
0
0.3
Coming Soon
6/28/2022 2:06:39 AM
13
0
--
Coming Soon
6/30/2022 8:39:31 PM
9
0
0.5
Coming Soon
6/30/2022 8:54:12 PM
9
0
0.6
Coming Soon
6/30/2022 8:58:45 PM
9
0
0.7
Coming Soon
8/8/2022 3:38:36 AM
16
3
--
Coming Soon
8/8/2022 9:26:32 PM
10
0
--
Coming Soon
10/7/2022 4:50:53 PM
12
2
--
Coming Soon
10/7/2022 4:55:12 PM
11
0
0.9
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes