Base Class: Fighter
When armies clash there is inevitably going to be injuries and even death. To prevent this, some fighters take up the knowledge of the Battle Physician. Quick on their feet and ready to treat whatever injuries someone may have, Battle Physicians are what keeps a group up and at em, even if it means risking their own life.
Much needed materials
Starting at 3rd level, you gain proficiency with the Herbalism Kit as well as Alchemist Supplies, in an effort to assist in the creation of your healing bags, or other medical supplies.
Pressure and Bandages
Beginning when you choose this archetype at 3rd level, you learn to create a medicine bag that has all of necessary components to heal and stabilize a creature. Over the course of a long rest, you can create a number of medicine bags equal to your Wisdom modifier + 1. You may use a bonus action to either stabilize a creature that is within 5ft of you, or heal a creature that within 5ft of you for 1d10 + your Wisdom modifier. You may also throw your medicine bag 15ft to an ally for use, but requires an action for your ally to use either ability. Using either either action consumes the medicine bag.
Run to their Aid!
Starting at 7th level, when an ally is hit with an attack, you may use your reaction to move up to half of your movement speed towards that ally.
You also gain +10ft movement speed to your base walking speed.
Moment of Respite
At 10th level, you gain a second use of your Second Wind feature. In addition, whenever you use your Second Wind feature, a number of allies equal to your Wisdom modifier within 30ft of you regains the same amount of health that you regain from that feature.
Your medicine bags now heal for 2d10.
On your Feet
Starting at 15th level, when you use a medicine bag to stabilize a creature you may choose to make a Medicine check with a DC equal to the targets level/CR. If you succeed, the target is also healed by your medicine bag and may stand up as a reaction. You may use this feature once and can not do so again until you finish a long rest.
Your movement speed increases by +10ft.
Tactical Retreat and Regroup
Beginning at 18th level, you may use your action to call a retreat. All allies within 90ft may immediately use their reaction to move their full movement speed in any direction without provoking opportunity attacks. You may use this ability once but can not do so again until you finish a short rest.
Your medicine bags now heal for 3d10.
Previous Versions
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11/10/2023 7:20:13 PM
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52
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25
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1.0
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Coming Soon
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