Base Class: Fighter
You have been a soldier, a warrior, a fighter of some kind and you know the necessary task of keeping combatants alive. You have lived through encounters that have given you first hand experience in what does and doesn't work in stitching individual creatures back together, and healing the internal damage from spells and poisons. You have not forgotten the way of the sword and shield; you are simply adding tools to your repertoire that make you that much more valuable in combat. Or, perhaps these skills are simply to keep you alive while out on solo reconnaissance missions or assassinations; if you cannot rely on anyone else except your own self, you must be trained for the worst while hoping for the best.
Field Triage
Beginning when you choose this archetype at 3rd level, you focus on healing amidst combat. This practice has earned you different titles like medic or nurse. You gain proficiency with herbalism kit and medicine.
You can also use the bonus action to take the [Tooltip Not Found] action.
Healer's Hands
Starting at 7th level, your experiences have helped you develop techniques to extend life. You have a pool of dice you can use to grant 10 temporary hit points to a creature within 5 feet of you; you can do this a number of times equal to your proficiency before taking a long rest.
Additionally, you can whip together remedies almost on the fly. You can put together a healing tonic that heals 1d6 + your Wisdom modifier with about an hour's work. More advanced items like the standard potion of healing can be crafted in half the normal time.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
A Burden Shared
Starting at 15th level, as part of a short rest you can expend a number of your hit die to allow nearby creatures with 10 feet to receive your d10 of hit points; you do not regain those hit points.
From the Brink
At 18th level, you level of knowledge and experience you have developed the talents necessary to bring creatures back from the dead. If a creature has died (failed 3 death throws) within the last minute, you can expend your Action & Bonus Action to revive them as though casting the revivify spell. This does not cost any material components, but you must be close enough to touch them.
Comments