Fighter
Base Class: Fighter

Practitioners of traditional medicine, Medics are a valuable resource to any party. Using skill and knowledge to patch wounds, these fighters are able to utilize their training in extreme and dangerous situations.

Traditional Restoration

 At third level, you become skilled in the restorative arts. You gain proficiency in Medicine, and once per long rest when you are reduced to zero hit points you may stabilize yourself.

Battlefield Medicine

Starting at third level, your learning of battlefield medicine allows you to heal others. At the start of initiative, you may prepare a Healer's Kit for ready use in combat. As an action, you may administer aid to a creature within melee range on the battlefield. The creature regains a number of hit points equal to 1d8 per use of your prepared medicine kit, plus your WIS modifier and proficiency bonus. After the uses of your Healer's Kit are expended, you may spend one turn preparing another.

Healer's Protection

Starting at 7th level, if you end your turn next to a creature you have healed, you and the creature gain a bonus to your AC equal to your proficiency modifier until either of you move.

Improved Battlefield Medicine

At 10th level, your Battlefield Medicine uses a d10 for each use of your prepared Medicine Kit. At level 18, you use a d12.

Surgical Prowress

At 15th level, your understanding of anatomy increases the efficacy of your skill. When you would roll damage or healing rolls you may instead apply the maximum possible damage or hit points. You may use this ability three times per long rest.

Improved Battlefield Medicine

At 18th level, your Battlefield Medicine uses a d12 for each use of your prepared Medicine Kit

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