Base Class: Fighter
In times of war, the cost of a cleric's work upon the wounded can become quite a large debt, so many cannot afford the services of the divine; this is where the Combat Medics come in. Combat Medics are warriors who have taken the responsibility to keep the health and lives of their comrades into their own hands. Combat Medics use nonmagical aid to heal and support their party.
First Aid
Beginning when you choose this archetype at level 3, you may take an action using a healer's kit to heal a creature within 5 feet of you. When you use this feature, the target regains a number of hit points equal to your hit 1d6 plus your proficiency bonus. the die number that the target heals increases to a d10 at level 10 and a d12 at level 18.
You may use this feature so long as you have a healer's kit.
Medic's Respite
Beginning when you choose this archetype at 3rd level, when you finish a short rest, you may choose up to 6 creatures(you may choose yourself) that expended hit dice during the short rest. Those creatures add an additional hit dice without expending any additional hit dice to do so. Additionally, if this hit dice roll goes above the creature's hit dice maximum, the excess hit points become temporary hit points.
Once you use this feature, you cannot do so again until you finish a long rest.
Cure Ailment
Starting at 7th level, you can, an action, cure a creature you touch and cure it of either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, petrified, frightened or poisoned.
You can use this feature a number of times equal to your proficiency modifier, regaining all uses of this feature when you finish a short or long rest.
Resuscitation
Beginning at 10th level, you can use your action and 10 charges of a healer's kit to resuscitate a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Once you use this feature, you cannot do so again until you finish a long rest.
Replantation
Once you reach 15th level, you can expend 1 charge of a healer's kit to reattach the severed limb of a creature you touch. This feature takes 2 hours to complete and you must have the creature with you for the entire duration. After you finish this procedure, you may expend 1 hit dice, the target creature regains hit points equal to the number rolled.
Once you use this feature, you cannot do so again until you finish a long rest.
Reanimation
At 18th level, you gain the ability to fully restore a creature from death. You target a creature that has been dead for no more than 24 hour, didn't die of old age, has a soul, and isn't undead. You spend 8 hours, and return the creature to life with full hit points.
This feature neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to using this feature, they afflict the target on its return to life.
During the procedure, you close all mortal wounds and restore any missing body parts if you have them available.
This procedure takes a toll on both you and the target creature; upon using this feature, the target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Additionally, upon using this feature, you suffer 1 point of exhaustion.
Once you use this feature, you cannot do so again for 1d4 days.







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