Fighter
Base Class: Fighter

Field medics are warriors trained in battlefield medicine.  Although a field medic can protect and stabilize a downed comrade in the heat of battle, a field medic's primary job is to look after their team between battles, and keep the company intact over the course of drawn-out campaigns.  The field medic is a warrior and a physic*, and has studied wounds and disease with the same devotion as the sword and the bow.

 

Note:  You must have at least one free hand in order to use a healer's kit.

*A physic is a practitioner of surgery and medicine.

Field Medicine

When you choose this archetype at 3rd level, you gain proficiency in the medicine skill.  Your proficiency bonus is doubled for any ability check you make using that proficiency.  In addition, you gain proficiency with the herbalism kit.

You automatically succeed on Wisdom (Medicine) checks made to stabilize a dying creature.  If the result of the Wisdom (Medicine) check is 20 or higher, the target regains 1 hit point.  Whenever you stabilize a dying creature with a Wisdom (Medicine) check or a healer's kit, you can take the dodge action as a bonus action.  When you take this special dodge action, you also grant half cover to the stabilized creature while you are within 5 feet of it until the start of your next turn.  Until the creature stands up from prone, instead of half cover it gains three quarters cover.

Field Medic's Efficiency

Starting at 3rd level, you apply bandages and salves efficiently, reducing the depletion of your supplies.  Each time you use 1 or more charges from a healer's kit, the number of charges consumed is halved.  When you use 1 healer's kit charge, it creates a leftover half-charge.  A half-charge can only be used by a creature with the Field Medic's Efficiency ability.

Physic's Tools

When you choose this archetype at 3rd level, you gain proficiency with physic's tools.  Physic's tools is a leather case or rolled up blanket containing a set of surgical instruments, medicines and threads for stitching wounds.  A set of Physic's tools costs 35 gold pieces and weighs 7 pounds.  Any ability using physic's tools requires use of both hands, one of which can be the same hand used for expending a healer's kit charge.  Proficiency in physic's tools also represents knowledge of wounds and diseases.  A character proficient in physic's tools gains the following abilities, which require use of physic's tools:

Treat disease.  The set of medicines contained in a set of physic's tools costs 25 gold pieces (included in the original cost), weighs 2 pounds (included in the original weight), and has 10 charges.  You can spend 10 minutes and 1 charge treating disease on an infected creature.  Make a Wisdom (Medicine) check against the DC of the creature's disease.  On a success, the condition caused by the disease cannot worsen, the creature gains advantages on all saving throws against that disease until it is cured, and after the creature finishes 1d8 long rests, the disease is cured.  On a success or a failure, the creature cannot benefit from a treat disease check again until it finishes a long rest.

Treat wounds.  You can spend 10 minutes and 1 charge of a healer's kit treating wounds on a creature at half its maximum hp value or below.  Make a Wisdom (Medicine) check.  The creature regains hit points equal to the creature's maximum number of hit dice + half the Wisdom (Medicine) check result.  After receiving healing from a treat wounds check, a creature cannot benefit from a treat wounds check again until it finishes a short rest or long rest.  A treat wounds check cannot bring a creature above half its maximum hp value.

Tireless Physic

Starting at 7th level, you can work tirelessly to keep your company together.  You have advantage on saving throws against exhaustion, and gain the following abilities.

Aided Rest.  During a short rest, you can tend to your allies and help them recover.  A number of hit dice equal to your wisdom modifier can be spent without expending hit dice, divided amongst one or more other creatures taking short rests.  No creature can spend a total number of hit dice greater than the amount of hit dice they had unspent at the start of the short rest.  You cannot spend any hit dice during a short rest when using this ability.

At 15th level, the number of hit dice divided amongst the creatures is equal to twice your wisdom modifier.

Treat Severe Wounds.  Using your physic's tools, you can spend 30 minutes and 3 charges of a healer's kit treating wounds on a creature at half its maximum hp value or below.  The creature is restored to half its maximum hp value and cannot receive healing from this ability until it finishes a long rest.  You cannot spend any hit dice during a short rest when using this ability.

Ward Physic.  Using your physic's tools, you can spend 8 hours tending to an exhausted company.  Make a Wisdom (Medicine) ability check.  You can tend to a number of creatures equal to half the Wisdom (Medicine) check result.  During this 8 hour period, any creatures you tend to cannot perform any strenuous activity.  For each creature, expend 1 medicine charge and 1 healer's kit charge.  You may make a treat disease and/or treat wounds check for each creature without expending additional charges.  At the end of the 8 hour period, each creature removes 1 level of exhaustion and cannot benefit from this ability again for 24 hours.

Legendary Medic

Starting at 10th level, you can patch wounds faster than others believe possible.  You can stabilize a creature with a Wisdom (Medicine) ability check or healer's kit as a bonus action.

In addition, you learn a technique using lightning stones to bring back the recently dead.  You gain the ability to revive a creature that has died within the last minute.  To be revived in this way, a creature must have a heart.  You must have both hands free and access to your physic's tools.  As an action, expend two boltstones worth 150 gold pieces each and expend 2 healer's kit charges if the creature died from damage or failing death saving throws.  You touch the boltstones to the creature and a shock courses through its body.  The creature returns to life with 1 hit point.  If you attempt to use this ability on the same creature more than once before it has finished a long rest, you must succeed on a DC 20 Wisdom (Medicine) check or you consume the boltstones but fail to revive the creature.  This ability can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Combat Reflex

Starting at 15th level, you are a master of patching wounds as you fight.  When a creature starts its turn next to you or moves next to you, it can spend movement equal to half its speed to hold still while you tend to it.  As a reaction, you can spend 1 use of a healer's kit.  You restore hit points equal to 1d6 + your wisdom modifier + the creature's maximum number of Hit Dice.  The creature can't regain hit points from this ability or the Healer feat again until it finishes a short or long rest.  This ability counts as the Healer feat for the purposes of the Healer feat action.

If you have the Healer feat, you can replace it with a different feat.

Surgical Strike

Starting at 18th level, you can use your knowledge of vital areas to severely wound a creature.  Once per turn when you hit a creature that you are familiar with the anatomy of with an attack that has advantage, it takes extra damage equal to your wisdom modifier, and succeed on a Constitution saving throw or be stunned until the end of your next turn.  The DC is equal to 8 + your wisdom modifier + your proficiency bonus.  You have uses of this ability equal to your wisdom modifier, and you regain all expended uses of it when you finish a long rest.

After observing a creature that does not resemble anatomy you are familiar with for 1 minute, you gain knowledge of it's vital areas sufficient to target it with a Surgical Strike.

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