Base Class: Fighter
Trained in the art of combat, arcana, and medicine, they form the perfect balance to become some of the most effective warriors on the battlefield. Though most Knights follow the orders of the crown and would die protecting it, a hospitaller puts its allies first. The hospitallers have held a steadfast promise through the ages of protecting their allies. Believing their duty and purpose in life is to be the protector of those who can’t protect themselves, many often follow their own whims to find those who need help. Even though they no have particular allegiance to the crown they hesitate none to help aid those in battle who need it. Whether it be a village under attack by a roaming orc tribe or a wagon held up by bandits they always have the desire, and the means, to help. You may often see a lone hospitaller going from town to town seeking the next skirmish. Or sprinting across the battlefield rendering aid to their fellow knights and warriors in battle. Though they have a pure heart and intentions they also have seen what man and creatures are capable of and usually follow no particular faith. But that does not stop them from seeking out and eliminating evil, even if that means overthrowing a tyrannical king.
Medicine Savant
You gain Expertise in the medicine skill as well as proficiency with the Herbalism kit. If you already have expertise in the Medicine Skill you may choose another skill you are proficient in.
Medicine
You gain Expertise in the Medicine Skill.
Proficient Skill
If you already have expertise in the Medicine skill, you may choose another skill you are proficient in.
Hospitaller Table
|
Level |
Prof. Bonus |
Kit Slots |
Targets |
Range |
Healing Per Kit Slot |
Arcanist Oil Damage |
|
1st |
2 |
|||||
|
2nd |
2 |
|||||
|
3rd |
2 |
4 |
1 |
Touch |
1d10+3 |
|
|
4th |
2 |
4 |
1 |
Touch |
1d10+4 |
|
|
5th |
3 |
6 |
1 |
Touch |
1d10+5 |
|
|
6th |
3 |
6 |
1 |
Touch |
1d10+6 |
|
|
7th |
3 |
6 |
2 |
40 ft. |
1d10+7 |
1d8 |
|
8th |
3 |
6 |
2 |
40 ft. |
1d10+8 |
1d8 |
|
9th |
4 |
8 |
2 |
40 ft. |
1d10+9 |
1d8 |
|
10th |
4 |
8 |
2 |
80 ft. |
2d10+10 |
1d8 |
|
11th |
4 |
8 |
2 |
80 ft. |
2d10+11 |
1d8 |
|
12th |
4 |
8 |
2 |
80 ft. |
2d10+12 |
1d8 |
|
13th |
5 |
10 |
2 |
80 ft. |
2d10+13 |
1d8 |
|
14th |
5 |
10 |
2 |
80 ft. |
2d10+14 |
1d8 |
|
15th |
5 |
10 |
3 |
120 ft. |
2d10+15 |
2d8 |
|
16th |
5 |
10 |
3 |
120 ft. |
2d10+16 |
2d8 |
|
17th |
6 |
12 |
3 |
120 ft. |
2d10+17 |
2d8 |
|
18th |
6 |
12 |
4 |
240 ft. |
3d10+18 |
2d8 |
|
19th |
6 |
12 |
4 |
240 ft. |
3d10+19 |
2d8 |
|
20th |
6 |
12 |
4 |
240 ft. |
3d10+20 |
2d8 |
Hospitaller's Kit
This kit is a small bag containing Runic Bandages, Enchanted Salves, and Arcanist Oils. You discern what the bag looks like. Over an one hour ritual you create a magical bond with a Healer’s Kit and a weapon you are proficient with. The Hospitaller’s kit appears as an ordinary Healer's Kit to anyone but you and your allies. Only you can use the magical properties of your Hospitaller’s Kit.You may use a command word of your choice to dismiss or summon your Bonded Hospitallers Kit and weapon as a free action causing it to instantly appear in your hand. They are also dismissed to a harmless demiplane if moved more than 5 feet away from you for more than 1 minute. At 10th level you can bond to one additional weapon you are proficient with. Your Hospitaller Kit has a number of Kit Slots equal to twice your Proficiency Bonus that replenish on a long rest. You can use your Hospitaller Kit in the following ways:
- Stabilize - As a bonus action, you can stabilize a creature that you can touch. You do so without expending a Kit Slot or making a Wisdom (Medicine) check.
- Heal - As an action you can expend 1 Kit Slot and heal a creature you can touch for 1d10 plus your fighter level.
- At 7th level you can heal up to 2 creatures within a range of 40 ft. This range extends to 80 ft at 10th level, 3 creatures up to a range of 120 ft at 15th level, and 4 creatures up to the range of 240 ft at 18th level. You must expend a Kit Slot for each creature healed this way.
- At 10th level each Kit Slot heals 2d10 plus your fighter level. At 18th level each Kit Slot heals 3d10 plus your fighter level.
- Cleanse - As an action, you can expend 2 Kit Slots, applying an enchanted salve, and ending one disease or condition afflicting a creature that you can touch. The conditions affected are Blinded, Deafened, Paralyzed, Stunned, or Poisoned.
- At 10th Level you can end the Frightened Condition.
- Recoup - As an action, you can expend 2 Kit Slots to recharge your Second Wind ability. You do not gain the Healing properties of the expended Kit Slots.
Improved Second Wind
Beginning at 3rd Level, when you use the Second Wind Feature, your movement speed doubles until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again, or expend 2 Kit Slots.
Resupply
Beginning at 3rd level you can resupply your Hospitaller Kit after completing a short rest and regain one expended Kit Slot. You can use this ability once per long rest.
Arcanist Oil
Beginning at 7th level you can imbue weapons and ammunition with Arcanist Oil to deal extra damage. As a Bonus action you can expend a Kit Slot and apply Arcanist Oil to a weapon or ammunition. The Oil deals an additional 1d8 of the chosen damage type: Cold, Fire, Necrotic, or Poison. The effect lasts for 1 minute or until the weapon or ammunition strikes a creature a number of times equal to the wielder’s proficiency bonus. A weapon or ammunition can only have one Arcanist Oil applied to it at a time.
- At 15th level the damage increases to 2d8 of the chosen damage type.
Field Revive
At 10th level, as an action, you can expend 3 Kit Slots to revive a dead creature. You touch a creature that has died within 10 minutes. That creature returns to life with 1 hit point. This effect can't revive a creature that has died of old age, nor can it restore any missing body parts.
The maximum amount of Kit Slots are reduced by the 3 until you finish 1d4 long rests. After you finish the required number of rests, the maximum number of Kit Slots are restored. You can not regain these slots any other way.
- At 18th level, the creature you revive regains half of their hit points and your maximum Kit Slots are not reduced.
Surgical Strike
Beginning at 15th level you’ve learned how to land your strikes with surgical precision, granting you the benefit of scoring a critical hit on a 18, 19, or 20 with your Bonded Weapon
Arcanist Surge
At 18th level when you activate your action surge, all friendly creatures in a 60 ft. radius gain temporary hit points equal to your fighter level and advantage on their next weapon or spell attack.
Previous Versions
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11/25/2022 7:19:25 PM
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4
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1
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1/5/2024 6:46:43 AM
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19
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4
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1.1
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Coming Soon
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1/6/2024 3:20:04 AM
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26
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0
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2.0
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Coming Soon
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