Base Class: Fighter
Weaving through the battlefield, patching up allies and striking foes down with clinical precision, field medics are some of the most prized friends to have when combat is unavoidable.
Medical Training
Beginning at 3rd level, you have received extensive medical training and experience with healing others. You gain proficiency with the Medicine skill, Alchemist's Supplies and the Poisoner's Kit.
Patchwork Physician
Also at 3rd level, you know how to patch up your allies on the fly, using experimental tinctures to keep them on the front lines for as long as possible. Over the course of a long rest, you can use Alchemist's Supplies or a Healer's Kit to make booster shots, crafting an amount equal to your proficiency bonus, with that being the maximum amount you can have at any time. As an action, you can use a booster shot on yourself or a willing creature within 5 feet of you. You must then roll a d8 on the following table, the target gaining the effects listed.
|
Roll |
Hit points gained |
Effect |
|---|---|---|
|
1 |
0 |
The target has disadvantage on their attack rolls and saving throws until the end of their next turn. |
|
2 |
0 |
No effect. |
|
3 |
1 |
The target has their movement speed increased by 10 feet until the end of their next turn. |
|
4 |
2 |
The target gains the benefits of the Disengage action until the end of their next turn. |
|
5 |
3 |
The target gains the benefits of the Dodge action until the end of their next turn. |
|
6 |
4 |
The next attack the target makes within 1 minute can add your Wisdom modifier to the attack and damage rolls. |
|
7 |
5 |
The target's attacks become critical hits on a 19 or 20 for 1 minute. |
|
8 |
6 |
The target regains more hit points, with an amount of extra d4s equal to your proficiency bonus + your Wisdom modifier. |
Quick Fix
At 7th level, you've become adept at quickly applying healing, even in the most tense of situations. Your movement speed increases by 10 feet, and you can now use or give a booster shot as a bonus action.
In addition, your constant meddling with tinctures and elixirs has strengthened your resilience. You gain resistance to poison damage, and immunity to the Poisoned condition.
Enhanced Formula
At 10th level, the potency of your serums has increased, enhancing the healing they can give out. The usual hit points given by your booster shots become d4s, rather than single digits. The updated table is listed below.
In addition, when you roll on the booster shot table, you can reroll the result once. You can use this ability an amount of times equal to your Wisdom modifier (minimum of once) per long rest.
|
ROLL |
HIT POINTS GAINED |
EFFECT |
|---|---|---|
|
1 |
0 |
The target has disadvantage on their attack rolls and saving throws until the end of their next turn. |
|
2 |
0 |
No effect. |
|
3 |
1d4 |
The target has their movement speed increased by 10 feet until the end of their next turn. |
|
4 |
2d4 |
The target gains the benefits of the Disengage action until the end of their next turn. |
|
5 |
3d4 |
The target gains the benefits of the Dodge action until the end of their next turn. |
|
6 |
4d4 |
The next attack the target makes within 1 minute can add your Wisdom modifier to the attack and damage rolls. |
|
7 |
5d4 |
The target's attacks become critical hits on a 19 or 20 for 1 minute. |
|
8 |
6d4 |
The target regains more hit points, with an amount of extra d4s equal to your proficiency bonus + your Wisdom modifier. |
Clinical Hit
At 15th level, your medical knowledge can help you find the weak points of your enemies. When you hit a creature with a weapon attack, you can make a Medicine check at the same time. The DC of the check equals 8 + the creature's Constitution modifier + the creature's proficiency bonus. If you succeed, the attack will be treated as a critical hit.
You can use this ability an amount of times equal to your proficiency bonus per long rest.
Emergency Medical Tactitian
At 18th level, your knowledge of battle and the biology of your foes is unmatched, keeping your allies alive and helping put your enemies in the morgue. You can add your Wisdom modifier to your initiative rolls.
In addition, as a reaction to you or a creature you can see within 30 feet of you receiving healing, you can cause them to receive the maximum amount possible. You can use this ability once per long rest.
Finally, your quick reflexes can save you or another from certain death. As a reaction to you or another creature within 5 feet of you being dropped to 0 hit points but not killed outright, you can give them one of your booster shots.
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