Fighter
Base Class: Fighter

The Combat Medic subclass is a Fighter Subclass centered around healing and buffing allies using a special device called a Medical Kit. The Medical Kit offers new and innovative ways to both apply positive effects to yourself and your allies, and even sabotage your enemies' anatomy using medical supplies. Having a Combat Medic on the field makes it difficult for friendlies to go down, and when they do, they can often be brought back up to fighting health in mere moments.

Science, however, is not magic, and the Combat Medic has its limitations. Damage inflicted through necrotic or radiant means is often unable to be mended, and creatures without functioning anatomy, such as constructs and undead, are immune to many of the intricate biological attacks the Combat Medic can dish out. In addition, the resource required to function any of the features in this class, Medical Kit Charges, can practically only be replenished using finite materials, forcing resource management into a position of high priority, and can render an important unit somewhat crippled if they are caught while low on supplies.

Overall, the Combat Medic is an incredibly important and versatile healer and combatant who acts as a sturdy adherent, keeping the team strong while not acting as a weak point that must be defended, as many healers tend to do. Though there are certain enemies and attack types that this fighter struggles to handle, and managing available resources can be a task that is as difficult as it is necessary, the Combat Medic is by no means a weak link, and should be feared and respected as much as any other fighter subclass.

Paramedic Training

You learn how to properly make and use better medical equipment, as well as how to properly administer medical aid and prevent casualty. As a result of your studies and experimentation to reach this subclass, you have acquired a Medical Kit, whether purchased, gifted, crafted, or obtained by some other means. Medical kits are required for many of the features in this class. Medical Kits have 10 charges in total, which can be used in a variety of ways. Some of them will ask you to add your MB (Medic’s Bonus = WIS + Proficiency Bonus.) Additionally, you gain a mastery in Wisdom (Medicine) checks. Also, add your MB to all Wisdom (Medicine) checks, Strength (Athletics) checks and to lift and carry a body, and all Wisdom (Survival) checks to craft rudimentary medical tools or find medicinal substances in the wild.

 Medical Kit charges can be used in multiple ways, some of which listed below, and some of which listed in your other class features.

  1. Advanced Stabilization - As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points. You may, if you wish, make a medicine check with a DC of 15. On a pass, the creature may roll one of their hit dice, adding your MB, and healing the total value. They become conscious.

  2. First Aid - You can expend a use of your Medical Kit as an action to heal a creature, including yourself, within 5 feet by 1d8 + MB. Increase the number of d8 by 1 per 5 levels in this class.

  3. Prophylaxis - You can expend a use of your Medical Kit over the course of 6 minutes to apply a form of medicine or preventive equipment to an ally within 5 minutes. This could be anything from calcium pills for bone strength, fire resistant gel, or laceration protective wrapping. This gives a creature resistance to any one damage type except for Radiant or Necrotic, or to becoming diseased or infected for a number of hours equal to your MB. You can apply this effect on as many creatures as you want, even on the same creature multiple times, each use costing a charge of your Medical Kit.

  4. Self-Maintenence - After taking damage, you can use your reaction and two uses of your Medical Kit to administer first aid to yourself. Make an Intelligence (Medicine) Check with a DC of 13. On a failure, you heal half (rounding down) of the damage the attack dealt. On a success, you heal the full damage. You can also use this action in the exact same way to heal allies that take damage within 5 feet of you. You cannot use this feature to heal damage dealt by radiant or necrotic damage.

There are a few ways you can replenish your Medical Kit. At the cost of one Healer's Kit, you can replenish all charges of your Medical Kit. If you can acquire the proper resources, such as wild medicinal plants, man-made supplies, purchased items, etc, you can replenish a number of charges based on the abundance and quality of the resources at your disposal (DMs Discretion, though 1d6 can act as a good default.) At level 10, you can more effectively manage, maintain and obtain medical resources. During a long rest, you can replenish a number of charges to your Medical Kit equal to 1d4 + MB.

Advanced Application

You can expend a use of your Medical Kit to attack your enemies in one of the following ways. Your hit dice for any of these attacks is 1d20 + MB. Constructs and Undead creatures are immune.

  • Surgical Laceration: Using a scalpel-like device, you can lacerate a vital target in your enemy. Roll to hit. On a hit, the target takes 1d4 slashing damage and gains the Hemorrhaging condition, beginning to spew blood, or other internal fluids. They will retain the condition until they succeed a CON saving throw equal to 14 + MB, which they can make at the end of each of their turns, or the blood flow is securely obstructed, which can normally only be done through healing or bandaging (DM’s Discretion.)  Hemorrhaging opponents take 2d6 + MB piercing damage at the end of each of their turns. This number increases to 4d6 at the 17th level. They also become weakened, gaining disadvantage on all CON checks and saves.

  • Anesthesia: Using a needle, you can transfer an anesthetic substance into your opponent’s body. Roll to hit. On a hit, the target takes 1d4 piercing damage and gains the Delirious condition, losing concepts of reality and their own memory. They will retain the condition until they succeed an WIS saving throw equal to 14 + MB, which they can make at the end of each of their turns, until they fall unconscious for at least 1 hour, or until 6 hours pass. Delirious creatures must make an WIS save with a DC of 9 + MB whenever they target a creature with an attack or spell. On a failed save, they must make this attack or spell on the nearest creature excluding the original target, using any of their remaining movement to do so. If there is no creature that can be targeted in this way, the attack or spell fails. They also have disadvantage on all WIS checks and saves, including the save associated with this condition.

  • Narcotics Injection: Using a needle, you can inject an opponent with a narcotic substance. Roll to hit. On a hit, the target takes 1d4 piercing damage and gains the Fatigued condition, losing physical strength in their muscles. They will retain the condition until they succeed an WIS saving throw equal to 14 + MB, which they can make at the end of each of their turns, until they fall unconscious for at least 1 hour, or until 6 hours pass. Fatigued opponents have disadvantage on all attack rolls and disadvantage on all STR checks and saves.

  • Mind Numbing: Using a needle, you inject an opponent with a sedating, numbing agent. Roll to hit. On a hit, the target takes 1d4 piercing damage and gains the Dizzy condition, their bodily kinesthesia becoming null. They will retain the condition until they succeed an WIS saving throw equal to 14 + MB, which they can make at the end of each of their turns, until they fall unconscious for at least 1 hour, or until 6 hours pass. Dizzy opponents must make a DEX save with a DC of 9 + MB each time they attempt to move. On a failed save, they instead fall prone. They also have disadvantage on all DEX saves and checks, including the save associated with this condition.

Soldier's Syringe

You can expend a bonus action and three charges of your Medical Kit to inject a willing creature with a special serum. They gain 4d8 + MB temporary hit points, an extra attack per action, and advantage on STR, DEX, and CON saves and checks. Additionally, their long jump and high jump distances are doubled, and they can dash as a bonus action. This lasts for 3 turns. As a free action, you can give this serum to an ally or throw it to them up to 30 feet, where they can then use a bonus action to use it on themselves or others. You can do this twice per short rest.

Impromptu Setup

During a short rest, when allies roll hit dice, you can allow them to turn any hit dice rolls into the maximum possible value after the roll was made. You may do this as many times as you like, each hit dice affected in this way costing a single use of your Medical Kit. During a long rest, you may expend one use of your Medical Kit to give an ally a number of temporary hitpoints equal to their hit dice's maximum roll. You can use this feature on yourself, provided you have at least one willing participant to aid you in doing so.

Euthanize

As an action you may use five charges of your Medical Kit to inject a creature within 5 feet with a lethal serum. Make an attack on the target, adding your MB to your roll. On a hit, if the creature has less than 100 remaining HP, they die. This death is painless and instant. If they have more than 100 remaining HP, they take 5d20 Poison damage. If the target is subdued or unconscious, the attack automatically hits.

Previous Versions

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