Rogue
Base Class: Rogue

Not all healers pray for their power — some learn to save lives with nothing but their hands, grit, and a bag of tools. Combat Medics are specialists trained in field surgery, trauma control, and battlefield triage. They rush through the chaos of combat to bind wounds, stop bleeding, and drag the wounded back from death’s edge — all without casting a single spell.

A Combat Medic thrives in warzones, guerrilla skirmishes, and low-magic settings, making them invaluable in campaigns where divine healing is rare or unavailable. They trade arcane might for quick thinking, medical expertise, and a relentless drive to protect others with nothing more than steel, gauze, and courage.

Level 3: Field Surgeon

Your battlefield training lets you heal allies without magic.

  • You gain proficiency in the Medicine skill. If you are already proficient, you gain expertise instead.

  • You carry a compact healer’s kit that requires no uses.

  • You have a number of Field Surgeon Dice equal to your proficiency bonus. These dice are d6s, increasing to d8 at 10th level and d10 at 15th level. You regain all expended dice when you finish a long rest.

  • As a bonus action, you can use your healer’s kit to treat a creature within 5 feet of you:

    • If the creature is unconscious, you can stabilize it.

    • If the creature has at least 1 hit point, you can expend one Field Surgeon Die to restore hit points equal to the roll plus your Intelligence modifier.

  • You use Intelligence instead of Wisdom for Medicine checks.

Combat Triage

Description:

You’ve honed your ability to provide swift aid amidst the chaos of battle.

  • When you roll initiative, you can grant temporary hit points equal to your Intelligence modifier plus your proficiency bonus to one creature you can see within 30 feet.

  • When a creature you can see within 30 feet takes damage, you can use your reaction to expend one Field Surgeon Die to heal them. Alternatively, you can use your reaction to stabilize a dying creature within this range. You can use this reaction once per round.

  • You can use a bonus action to make an Intelligence (Medicine) check to diagnose a condition affecting a creature within 5 feet, such as poison, disease, or exhaustion level.

Surgical Precision

Your surgical skill maximizes the effectiveness of your healing.

  • When you roll a 1 or 2 on a Field Surgeon Die, you can reroll the die and must use the new roll.

  • When you heal a creature using your Field Surgeon Die, you add your Intelligence modifier to the amount restored.

  • When you roll the maximum result on a Field Surgeon Die, you regain one expended die. You can use this feature a number of times equal to your Intelligence modifier (minimum once) per long rest.

Master of the Field

Your mastery of battlefield medicine allows you to operate with near-superhuman efficiency.

  • When you roll initiative, you regain 1 expended Field Surgeon Die.

  • When you use your Field Surgeon Dice to heal, you can split the dice between two different creatures within range as part of the same action. For example, you could expend two dice on one creature and one die on another, or split them evenly.

  • Any creature healed by your Field Surgeon Dice gains advantage on the next saving throw they make before the end of their next turn.

  • You can use your action to stabilize an unconscious creature within 30 feet without needing to make a Medicine check.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2025 8:10:00 AM
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