Base Class: Rogue
War Medics are valuable parts of the military. Field doctors as they are, they are often seen maneuvering their way through the battlefield, avoiding danger while working quickly with their hands to get their fellow soldiers back up and into the fray, or into safety.
Many parts of a War Medic's skills require having healing supplies on hand. However, War Medics are exceptionally good at improvising on the fly, and can often find resources around them to quickly bring someone back to consciousness, though not as effectively as they might if they have the proper tools in hand.
Level 3: Medical Know-how
You’ve studied how to create medical remedies and work better with your hands to heal the injured.
You gain proficiency in the Sleight of Hand skill and with Herbalism Kits.
Level 3: Improvised Aid
You are particularly effective at healing someone with the resources you find around you.
As an Action, you may make a Dex. (Medicine) check on a creature within 5 feet of you. If you roll lower than 10 + your Medicine Skill modifier, you heal that creature for 1d4 hit points.
Level 9: Evasive Maneuvers
Aware of the risks of an active battlefield, you have become adept at avoiding danger to assist an injured patient.
Whenever a creature within 30 feet of you makes an attack roll targeting you, you may use your reaction to impose Disadvantage on the roll, but must decide before the DM says whether the attack hits or misses. You may use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a Long Rest.
Level 13: Reactive
Your training as a War Medic has trained you to be increasingly responsive to events on the fly.
You may take an additional reaction each round of combat. if you do, you take one level of exhaustion. Additionally, you may expend a use of a healer's kit to stabilize a creature that has 0 hit points as a reaction.
Level 17: Lethal Resuscitation
A master of life-bringing, you have found a way to heal with deadly efficiency.
Once per short rest, when you reduce a creature to 0 hit points with a Sneak Attack, if you have a Healer's Kit, you can choose to expend one use of it to heal a creature within 5 feet of you. The healing equals half the damage you dealt to the target with your Sneak Attack.
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