Base Class: Fighter
Field Medics are often among the most selfless and respected participants in war, braving great peril and danger to tend to their charges or evacuate them to where they might be better helped. Tireless and undaunted in the pursuit of their duties, these healers operate with great skill under the duress and chaos of battlefield conditions. Beyond their obvious capability as healers, the more canny among them can employ their knowledge of anatomy and medicine to bolster their likewise notable capacity to inflict harm.
Field Medicine
When you choose this archetype at 3rd level, you are initiated into the fundamentals of battlefield medicine.
As an action or a bonus action, you can stabilize a creature within your reach or spend one use of a held healer's kit to allow it to spend Hit Dice up to your Wisdom modifier (minimum 1) as though it had finished a short rest. If it does, it cannot spend Hit Dice in this way again for 1 minute. The target regains extra hit points equal to half of your Wisdom (Medicine) skill modifier for each Hit Dice spent in this way.
Furthermore, drawing or stowing a healer's kit costs you no action and you gain double proficiency in the Wisdom (Medicine) skill.
Intensive Care
At 7th level, your studies continue to progress, allowing for more sophisticated treatments. You gain the following abilities:
Paramedicine. As a bonus action, you can spend one use of a held healer's kit, targeting a creature within your reach. Choose an effect active on the target that normally ends on either a successful Constitution or Wisdom saving throw made on its turn. Make a Wisdom (Medicine) check with a DC equal to the chosen effect's DC. On a success, the chosen effect ends.
You can only use this ability once per short or long rest.
Field Surgery. As an action, you can spend one use of a held healer's kit to make a Wisdom (Medicine) check on a creature within your reach. The target regains hit points equal to the check result plus your Fighter level.
You can use this ability a number of times equal to your proficiency bonus and regain all expended uses after you finish a short or long rest.
Swift Resuscitation
At 10th level, with a physician's skill, you learn how to forcibly wrench the recently dead back into their mortal coil.
As an action, you can spend one use of a held healer's kit to make a DC 25 Wisdom (Medicine) check targeting a dead creature within your reach. On a success, the target returns to life with 1 hit point if it is not an undead or construct, died within the past minute, and did not die of old age. The target cannot be revived in this way again for 1 minute.
Anatomical Studies
At 15th level, you can assess a foe's anatomy with great insight and precision, identifying key points of weakness.
As an action, you can make a Wisdom (Medicine) check targeting a creature you can see with a DC equal to 10 + the target's distance from you in feet. If you succeed on this check, you know whether the target has at least half of its maximum hit points, if it is affected by any diseases or poisons, and any damage vulnerabilities, resistances, and immunities it has.
Until the end the end of your next turn, your weapon attacks against the target deal extra damage equal to your Wisdom (Medicine) skill modifier.
Doctorate of Battle
By 18th level, your talents at life-saving triage and medicine have become legendary. You gain the following benefits:
Field Surgeon. You can use your Field Surgery and Swift Resuscitation features as bonus actions.
Ounce of Prevention. Your Paramedicine feature grants its target advantage on Constitution saving throws and resistance to poison and necrotic damage for 1 minute.
Pound of Cure. A creature revived by your Swift Resuscitation feature regains hit points equal to your Wisdom (Medicine) check result + your Fighter level.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/19/2025 4:06:37 AM
|
4
|
0
|
--
|
Coming Soon
|
Comments