Cleric
Base Class: Cleric

Battle Medic Specialists serve where danger is greatest. Rather than offering help from a safe distance, they move directly into the fray of battle, providing rapid healing, repositioning injured allies, and preventing collapse when defeat seems imminent. Their divine magic is shaped by urgency and precision. A Battle Medic Specialist focuses on swift intervention, restoring consciousness, breaking restraints, and keeping allies fighting through decisive action. Every moment matters, and their training reflects the belief that mercy is most meaningful when given under fire.To a Battle Medic Specialist, healing is not a quiet ritual preformed after conflict has ended. It is an act of courage carried out when the battle still rages.

Battle Medic Specialist Spell Access

3rd Level: Bless, Cure Wounds

5th Level: Aid, Lesser Restoration

9th Level: Aura of Vitality, Revivify

13th Level: Death Ward, Freedom of Movement

17th Level: Greater Restoration, Mass Cure Wounds

Once you gain access to one of these spells, it is always prepared for you and does not count against the number of cleric spells you can prepare.

 

Medical Knowledge

You gain proficiency with martial weapons and heavy armor.
You also gain proficiency in the Medicine skill. If you already have proficiency in Medicine, you instead gain expertise in that skill.

Combat Triage

When you cast a cleric spell of 1st level or higher that restores hit points to a creature within 5 feet of you, you can perform emergency battlefield extraction.

• You do not provoke opportunity attacks during the spell’s casting.
• The healed creature may immediately move up to 10 feet without provoking opportunity attacks.
• If the healed creature is prone, it may stand as part of this movement.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.

Emergency Stabilization

As an action, you present your holy symbol and choose up to three creatures you can see within 30 feet of you. Each chosen creature regains hit points equal to 2d8 + your cleric level and can immediately end one of the following conditions affecting it:

• Prone
• Grappled
• Restrained
• Frightened

If a creature is at 0 hit points, it regains consciousness.

Combat Medic’s Reflexes

When a creature you can see within 30 feet of you either drops to 0 hit points or takes damage while below half its hit point maximum, you can use your reaction to cast cure wounds or healing word on that creature.

This casting does not consume your bonus action.

Empowering Strike

Once on each of your turns when you hit a creature with a weapon attack, you can choose a creature you can see within 10 feet of you. That creature gains temporary hit points equal to your Wisdom modifier.

Starting at 10th level, the attack that triggers this feature deals an additional 1d8 radiant damage.

At 14th level, this bonus radiant damage increases to 2d8.

 

Battlefield Surgeon

When you cast a cleric spell of 1st level or higher that restores hit points to a creature, you can choose one additional creature within 30 feet of you. The second creature regains hit points equal to half the amount restored to the original target (rounded down).

When you use this feature, you can end one of the following conditions affecting either creature:

• Blinded
• Deafened
• Poisoned
• Stunned

In addition, you have advantage on Constitution saving throws made to maintain concentration on a spell.

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