Fighter
Base Class: Fighter

Combat medics in the future are more than meets the eye. Still accomplished soldiers and well trained combatants, their tech is second to non in times of war.

Rejuvenation Field

You and all friendly creatures within 30 ft (max of 2) of you get a passive healing or a passive damage buff. As a bonus action you can switch between using healing or damage bonuses.
The passive healing is equal to your proficiency bonus and takes place at the start of your turn.
The passive damage is equal to your proficiency bonus and is able to be used for multiple attacks on a friendly creature’s turn.

The max number of friendly creatures able to be affected by the Rejuvenation Field increases to 3 at 6th lvl, 4 at 9th lvl, 5 at 12th lvl, and 6 at 15th lvl

Good Under Pressure

 You can now make medicine checks and checks with healers kits as a bonus action. You also gain proficiency in the medicine skill, as well as with a herbalism kits.

Guardian Angel

You can use your bonus action to move up to your movement speed towards a friendly creature of your choice that you can see or hear. You must end this move closer to the target creature than you started

Concentrated Procedure

On your action, you can change the Rejuvenation Field to a 60ft concentrated beam of energy for up to a minute. This beam is flexible, and can only be concentrated on one target at a time. Like your field, healing and damage can be changed on a bonus action, the new totals for each of the passive effects go up to a number of d4’s equal to half your proficiency bonus rounding up.

Healing occurs on your turn, while the damage bonus can now only be used for 1 attack for the target creature per round.

The die size increases to d6’s at lvl 15, d8’s at lvl 18, and d10’s at lvl 20
Once this ability is used, it cannot be used again until you’ve completed a short or long rest.

Fortified Protector

You gain Temporary Hit Points equal to 2 times the number of people in your Rejuvenation Field. While you have these Hit Points, any hostile creature that hits you with an attack will take Lightning damage equal to the total amount of current Temp HP. Should any friendly creatures leave your Field you lose the same amount of Temp HP you would gain upon their entry.

(ex: 15th lvl you can have a max of 6 creatures in your Field 6x2 =12)

This ability doesn’t function while your Concentrated Procedure feature is active.

Resurrect

On your turn, as an action, any friendly creatures within thirty feet of you that are considered Dead after failing all death saving throws can be resurrected(Max of half your proficiency bonus rounded down). If you resurrect only one allied creature, they come back with full health and fully recovered abilities as though they have just taken a long rest. If you resurrect multiple you must choose how much healing each allied creature receives from a pool of healing equal to 10 times your class level.

This ability can only be used one per long rest.

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