Fighter
Base Class: Fighter

You have been inspired by a member of the Rescue Squad. These special fighters have and keep enduring harsh training that others could not handle thanks in part to their healing capabilities. With those tools at their disposal, these special pugilists push their bodies to the extreme to supernatural capabilities in order to help their allies, injured and not to push them from harm's way. Whether by carrying them away, healing them or eliminating the threat. With an extraordinary body, you choose how to help them.

Based on the anime “Wrong way to use healing magic”.

Fighting Style

When you choose this archetype at 3rd level, you employ the use of the unarmed fighting style if you don’t have it already.

Spellcasting

Healing pugilists utilize their body to heal those who are injured. The spells come from your own body’s magical energy endured through harsh physical training and magical practice. They focus mainly on spells that aid in their duty, to aid the ill and to eliminate threats.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots. The Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know the spells in the spell list of this archetype. Additionally, you can learn cleric spells of your choice to the maximum shown on the Spellcasting table, of which you must not choose from the necromancy spells on the cleric spell list.

The Spells Known column of the Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must not be from the necromancy school, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list, with the exception of those given in the spell list below. The new spell must be of a level for which you have spell slots, and it must not be a necromancy spell.

Spellcasting Ability. Constitution is your spellcasting ability for your cleric spells, since you learn your spells through harsh training and constant practice, as well as your own energy. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting List

3rd level

Cure wounds, Healing Words

7th level

Lesser Restoration, Prayer of Healing

13th level

Aura of vitality, Mass Healing Words, Remove Curse

19th level

Aura of Life

Spellcasting Table

Fighter Level

Cantrips known

Spells Known

1st

Slots

2nd

Slots

3rd Slots

4th Slots

1

-

-

-

-

-

-

2

-

-

-

-

-

-

3

2

3

2

-

-

-

4

2

3

3

-

-

-

5

2

3

3

-

-

–

6

2

4

3

-

-

-

7

2

5

4

2

-

-

8

2

6

4

2

-

-

9

2

6

4

2

-

-

10

3

7

4

3

-

-

11

3

8

4

3

-

-

12

3

8

4

3

-

-

13

3

9

4

3

2

-

14

3

10

4

3

2

-

15

3

10

4

3

2

-

16

3

11

4

3

3

-

17

3

11

4

3

3

-

18

3

11

4

3

3

-

19

3

12

4

3

3

1

20

3

13

4

3

3

1

Improved Second Wind

Your second wind has improved thanks to your improved constitution and your magical energy.

You can use your second wind a number of times equal to your constitution modifier (minimum of 2), but you can use only one in one turn.

You can also use a second wind as a reaction whenever you receive damage.

Magical Endurance

You can coat yourself with healing magic to improve your constitution starting at level 7, strengthening your body giving you the following benefits.

  • You can take the Dash action as a bonus action. 
  • Your unarmed strikes deal magical damage for the purpose of overcoming resistances
  • Additionally, you can use your Constitution modifier to make Constitution (Athletics) and Constitution (Intimidation) checks.

Healling Bolt

At level 10 you gain a new attack option that you can use with the Attack action. You learn to channel your healing into magical energy that holds mass. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Constitution modifier to the attack and damage rolls. Its damage is bludgeoning magical with the purpose of overcoming resistances, and its damage die is a d6. This damage die increases when you reach level 15 (d8) and level 18 (d10).

Unarmed Versatility

In addition, your experience with unarmed strikes further expands your versatility. When you hit a creature with an unarmed strike roll, you can:

  • Knocks the target prone.
  • Put the target into a stunned state.
  • Deal -3 damage on a successful hit but regain a use of second wind.

These additional effects are limited to twice your Constitution Modifier. 

Expert of the Rescue Squad

With all of your experiences and physical endurance, you have what it takes to become an expert of the rescue squad. At level 15, whenever you are 20 ft. close to an ally with less or equal than ¼ of its hit point maximum, you do not provoke opportunity attacks. 

In addition, when you successfully grapple, you do not suffer from the reduction of speed.

Healing Expert

Through your training and vast experience healing others and yourself, you are more proficient than ever at healing. At level 18, this proficiency manifests itself as these features.

  • You can cast spells that restore hit points as a bonus action.
  • Whenever an ally drops to 0 hit points within 30 ft. of you, you can use your reaction to launch a healing bolt at your ally, restoring hit points equal to a d10 + your CON modifier (minimum of 1).

Previous Versions

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