Base Class: Fighter
The Combat Medic stands as a testament to the unwavering dedication to preserving life amidst the chaos of battle. These individuals shun the arcane arts and embrace the healing power of mundane means, embodying resilience, tactical acumen, and compassion. Through intensive training and unwavering resolve, they become the unwavering bulwark that shields their comrades from harm and expertly mends the wounds inflicted upon them.
Medic Training
Beginning when you choose this archetype at 3rd level, you gain proficiency with the Medicine skill and have curated your own Healer's Kit. As a bonus action, you can expend one use of the Healer's Kit to provide first aid to a creature which is within 5 feet of you, restoring a number of hit points equal to the creature's hit dice plus your fighter level. This feature can be used a number of times equal to your Intelligence modifier (minimum of once) before requiring a short rest.
Quick Extraction
At 3rd level, you can use your action to move a creature within 5 feet of you up to half their movement speed without provoking opportunity attacks. This movement can be used to drag an unconscious or injured creature to safety.
Combat Medic
Starting at 7th level, when you use your Medic Training feature to restore hit points to a creature, the target can immediately use its reaction to make a weapon attack against a creature of your choice within reach
Additionally, the hit points restored by your Medic Training feature are increased by your Intelligence modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Suppressing Fire
Starting at 15th level, as a bonus action, you can make a ranged weapon attack against a creature within range. On a hit, the target's speed is reduced by 10 feet until the start of your next turn, and it has disadvantage on opportunity attacks until the end of its next turn. Additionally, when you use your Protective or Interception Maneuvers feature, you can extend its range to 10 feet.
Master Medic
At 18th level, you have become a beacon of hope for your allies. Your Medic Training feature can now be used a number of times equal to twice your Intelligence modifier (minimum of twice) before requiring a short or long rest. Additionally, when you use your Medic Training feature to restore hit points to a creature, you can also remove one of the following conditions affecting the target: blinded, deafened, paralyzed, poisoned, or stunned.
Previous Versions
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