Base Class: Fighter
A Combat Medic studies anatomy, biology and bedside manner; making them adept at both care and destruction. Combat Medics are universally respected on and off the battlefield often filling in the gaps of medical care for vast armies and small villages alike. They may keep a group of knights safe and healthy as they carry out their lord's business or, be the folk hero of a small hamlet renowned for leaving a trail of bloody foes in their wake. In a realm filled with unimaginably fantastic methods of giving and taking life, the strength of a Combat Medic lies not in arcane or divine power but cold hard medicinal facts.
Surgical Precision
At 3rd level, you learn the anatomy of living creatures and, you use this knowledge to expertly place your strikes so as to inflict maximum pain or damage. When you choose this archetype, choose a number 2-19. The chosen number is also treated as a critical hit when you are making melee weapon attack rolls.
Diagnostic Expert
At 3rd level, your knack for diagnosing a creature’s status begins to manifest. You gain expertise in the medicine skill. You also have advantage on medicine checks you may make to diagnose a creature’s status while in combat; upon success you learn if certain conditions (blinded, deafened, incapacitated, paralyzed, poisoned, unconscious, exhaustion) or diseases are currently impacting a creature and you learn the percentage of total hit points they have left. This check has no effect on Constructs, Elementals, Oozes, Plants or the Undead.
Healer’s Kit Adept
At 3rd level, you learn to maximize the tools of your trade. When you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your fighter level. This ability has no effect on Constructs, Elementals, Oozes, Plants or the Undead.
First Responder
At 3rd level, you become the first line of defense for the first line of defense. When an ally drops below half hit points you gain an additional 10 feet of movement for 1 minute or until none of your allies are below half hit points. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.
Epidemiologist
At 7th level, your diagnostic abilities increase tremendously. If you spend at least 1 minute observing or interacting with an afflicted creature outside combat, you can learn certain information about their affliction (diseases, poisons, madness). The DM will provide information in regard to two of the following characteristics of your choice:
- Saving Throw DCs
- Incubation Time
- Symptoms
- Damage Potential
- Origins/Possible Causations
- Treatments/Cures
- Condition Insight
- Blinded
- Deafened
- Incapacitated
- Paralyzed
- Poisoned
- Unconscious
- Exhaustion
Painful Slices
At 7 level, your ability to heal damage is matched only by your ability to deal damage. When making a melee attack, with a dagger, handaxe, scimitar, shortsword or sickle, if a critical hit is rolled the target begins to bleed, losing 1d8 hit points for 1d4 turns. When you reach 10th level these dice become 1d10 and 1d6 respectively. This effect ends early if the creature regains hit points. This has no effect on Constructs, Elementals, Oozes, Plants or the Undead.
Paint the Ground Red
At 10 level, when a creature is losing hit points as a result of Painful Slices the creature leaves a blood trail that can be tracked. Any survival checks made to track this trail are made with advantage.
Transfuser
- At 10 level, you learn to draw and store a living creature’s blood for medicinal purposes. You must have a glass vial and a needle to draw and store the blood. You may safely collect vials up to a willing creatures’ size limit between each long rest. Additionally, you can store a number of vials equal to your proficiency bonus at any one time. You may use an action to expend one vial of blood to restore 10 hit points to a creature with less than half of their hit points up to half their hit point maximum. This ability has no effect on Constructs, Elementals, Oozes, Plants, Undead or the creature who donated the blood.
- Vials per Day Table:
|
Size |
Vials per Day |
|
Small |
3 |
|
Medium |
4 |
|
Large |
5 |
|
Huge |
6 |
Clinical Restoration
At 15 level, you have mastered the ability to diagnose and treat your allies. You may use an action to touch a willing creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Additionally, after finishing a long rest you may choose and do one of the following:
- Reduce a willing creature’s exhaustion level by one
- End an effect reducing one of a willing creature’s ability scores
- End an effect reducing a willing creature’s hit point maximum
Punishing Physician
- A 18 level, you have mastered the ability to medically give or take life.
- Take
- While there is an enemy with less than half their hit points within 60 feet of you, your painful slices dice become 2d6 and 2d4 respectively and you have advantage on attack rolls made against creatures below half of their hit point maximum.
- Give
- While there is an ally with less than half their hit points within 60 feet of you, you may use transfuse as a bonus action. Additionally, it heals 20 Hit Points instead of 10 with no other restrictions.
Previous Versions
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1/3/2024 4:51:10 PM
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1/3/2024 5:20:23 PM
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Coming Soon
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