Base Class: Fighter
Combat medics are offend the most selfless and respected members of any organised militia, braving great peril and danger to tend to their allies or drag them from the fight to provide life saving care. Tireless and undaunted in the pursuit of their duties, these healers operate with great skill under the duress and chaos of battlefield conditions. Beyond their obvious ability as healers the more canny amount them have employed their known large of anatomy and medicine to inflict great pain and injury to those that threaten those in their charge.
Medically minded
Due to your additional training you have gain expertise in medicine (wisdom) check you have also gained Proficiency in either alchemist or herbalism tools
Tools of the trade
Due to your additional training you have gained Proficiency in either alchemist or herbalism tools
First aid
As part of the basic treatment you provide you are able to keep your allies in the fight by patching up injuries that may leave them unable to fight. By treating wounds and injuries you as an action you heal 1d4+wis+ targets constitution modifier. A creature can receive first aid number of times equals to your proficiency modifier any more than that target creature must make a dc15 con save or gain a level of exhaustion.
Critical care
You have homed your skills to be swift and efficient you can administer care as a bonus action rather than and action (healing related scrolls and equipment only) . Healing from first aid and healers kits (should healer feat be taken) increases by and additional die per ability score improvement.
if the healer feat has been chosen a creature can receive first aid number of times equals to proficiency and more than that the creature must make a dc15 con save or gain a level of exhaustion rather than ounce per shot/long rest.
Improvise and adapt
When the cards are down You are able to make basic medical supplies such as filters, makeshift dressings and stretchers, that are needed to perform first aid and purify food and drink from the everyday materials around you. Over the duration of a short rest you are able to create one if the following; a makeshift healers kit with 5 charges, stretcher for a medium or smaller creature, water filtration/food purification, set of crutches or other items that the DM finds appropriate.
Surgical strike
once per attack action add wisdom to damage and attack roll equal to proficiency bear short rest
Anatomical eye
Your extensive medical knowledge and enabled you to pick apart your foes biological defences and weaknesses spend an action to learn the weakness and resistances of a creature as well as current condition ‘bloodied’ if hp below 50% you may use this feature equal to your proficiency per short rest
Rapid response
Your reactions to medical emergencies are quick and decisive As a reaction you can move up to half of your movement towards ailed creature that is considered bloodied. You may use this feature equal to your proficiency per short rest
Diagnoses
using the tools and knowledge you have accumulated Spend an action examining a creature you can treat one condition afflicting said creature (paralysis, sedation, poisoned, exhaustion etc) you may use this feature equal to your proficiency per long rest.
Preventive measures
Preventive measures spend a short rest creating simulates, antidotes protective clothing to assist you and your allies (dm discretion on what materials are required and what the resulting creations do)
Adrenalin shot
for half your proficiency per long rest you can inject yourself or a willing creature with a potent stimulant that provides you/them with effects similar to the haste spell. This stim lasts for 5 min bud dose not require concentration when the stim wares off the creature sufferes the same after affects of the haste spell with an additional level of exhaustion.







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