Base Class: Fighter
A Battle-Hardened medic, utilizing skills they've picked-up during their service. While their combat expertise is less than others of their class, the utility they bring to the battlefield makes up for the deficit.
Modified Second Wind.
When you select this archetype at 3rd level, your Second Wind class feature is modified to become the following:
Vitality Booster
On your turn, you can use an action to regain hit points of an ally you can touch equal to 1d10 + your fighter level.
Alternatively, on your turn, you can use a bonus action to regain hit points equal to 1d4 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Secondhand Skills
Starting at 3rd level, whenever you make a successful attack, using either your Extra Attack class feature, or an extra action (From Action Surge, or a similar effect.) The damage dealt is halved (rounded up). Additionally, You may use a weapon with the loading property, as if it didn't have it.
Medicinal Expertise
At 3rd level, you gain a set of abilities that are fueled by special dice called Medicinal dice.
Medicinal Dice. You have three medicinal dice, which are d6s. A medicinal die is expended when you use it. You regain all of your expended medicinal dice when you finish a long or short rest.
You gain another medicinal die at 7th level and one more at 15th level.
Using Medicinal Dice. You can expend Medicinal Dice to gain a number of benefits:
- Medical Academia. When you make a check that allows you to apply your proficiency in Medicine, Survival or History, you can expend one Medicinal die to bolster the check. add half the number rolled on the Medicinal die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
- Revitalizing Touch. As a bonus action, you can expend a Medicinal Die, then restore the number rolled + Half your fighter level (rounded up) to an ally within 5ft.
- Flying Pick-me-up. As an action, you can expend a Medicinal die to make a ranged weapon attack against an ally with advantage, if this attack is successful, restore the health equal to the number rolled + 1d4 to the ally hit.
- Intense Incense. As a action, you can expend a Medicinal die, then restore health equal to half the number rolled (rounded up) + Your Wisdom modifier to up to 3 allies you can see within 60ft.
- Desperate Measures. As an action, you can expend any amount of Medicinal Die to infuse your own blood into your medicinal incense, for each dice spent this way, reduce your health by 2 * Your Fighter Level, then restore the total number rolled + Your Fighter Level to an ally you can see within 60ft. Damage from this action cannot be prevented, and you can only use this action again once you've restored your health back to your maximum.
Improved Medicinal Expertise.
At 7th level, your medicinal dice become d8s. At 10th level, your medicinal dice become d10s. At 18th level, your medicinal dice become d12s.
Makeshift Medical Munitions
At 7th level, you may spend time during a long rest to convert ammunition for ranged weapons into Incense-Infused Ammunition using 100 Berry (?) worth of materials per 20 pieces of ammunition.
Incense-Infused Ammunition is identical to the ammunition used to create it, but it gains the Incense-Infused property.
Incense-Infused. Damage rolls with weapons using this ammunition gain (-1). Your allies that are within 5ft of a hit target to regain 1d4 + Your Wisdom Modifier health.
At 10th level, this increases to 2d4 health, at 15th level, this increases to 3d4 health and at 18th level, this increases to 4d4 health.
Surgical Precision.
At 10th level, whenever you make an attack modified by your Secondhand Skills class feature, you may cause the target to reduce their next attack roll by the amount of damage dealt - 3 (Minimum of 1). If this attack is still successful, the damage roll is reduced by the same amount. This feature can only be applied to each target once a turn.
Hastily Improvised Medicine
Starting at 15th level, when you roll initiative and have no Medicinal dice remaining, you regain 1 Medicinal die.
Battle Hardened Skills
At 18th level, you've gained enough experience in battle to consider yourself a proper fighter, gaining many benefits:
Firsthand Skills. You no longer half the damage dealt with your extra attacks, or attacks from extra actions.
Stimulating Incense. When an ally is healed by ammunition that has the Incense-Infused property, they additionally gain a 1d4 bonus to their next attack roll, which, if successful, the bonus is also added to their damage roll.
You additionally gain another use for your Medicinal Dice:
Surgically Precise Strike. You may use an action to expend a medical dice, to make a precise weapon attack on an enemy, utilizing knowledge of battle tactics combined with medical expertise. If this attack is successful, add the number rolled + Your Wisdom modifier to the damage roll. The dice that you use to fuel this attack is only regained on a long rest, and this attack may only be used once every long rest.