Base Class: Fighter
Trained in both the ways of war and healing, you walk between worlds.
While skilled in combat and capable of taking life, you choose instead to preserve it.
Proficient in medicine and herbalism, you can accurately diagnose and treat most wounds or ailments, and do so in the heat of battle.
Level 3: Medically Proficient
Your training and experience is such that your healer's kit is equipped with more than the bare essentials.
Your healer's kit is well stocked with bandages, poultices, and all manner of herbal remedies, allowing you to use it for more than just stabilizing unconscious creatures.
You gain expertise in the Medicine skill.
As an action, you can expend any number of charges from your healer's kit to heal target creature within 5ft for 1d6 healing per charge spent.
Alternatively as an action you may expend 2 charges to cure any poison effect, or 3 charges to remove a disease.
Additionally you may expend 1 triage dice and roll it after expending charges from your healer's kit. Your healer's kit regains the number of charges rolled on the die, as if they were not expended. (This may not exceed the maximum charges or the number of charges the kit had before taking the initial action).
Level 3: Triage
Your experience on the battlefield has refined your medical techniques. You learn how to navigate the battlefield and be where you are most needed at that time. This skill is fueled by special dice called Triage Dice.
Triage. You may roll one Triage Die at the end of another creature's turn, before the next creature in initiative begins their turn. You gain the amount rolled x 5 movement speed and are able to expend a single charge from your Healer's Kit to stabilize a creature within 5ft.
Triage Dice. You have four Triage Dice, which are d6s. A Triage Die is expended when you use it. You regain all expended Triage Dice when you finish a Short or Long Rest.
You gain an additional Triage Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Level 7: Rapid Extraction
As a bonus action you can grab an unconscious or immobile creature and drag them to safety. (Rooted creatures are not valid targets)
You may drag the unconscious creature a distance equal to your currently available movement speed. Dragging the creature does not reduce your movement speed.
Additionally, you may expend 1 Triage Die and gain additional movement speed equal to the number rolled x 5
Your healer's kit now heals for 1d8 per charge
Level 10: Medical Expert
Your Triage Die becomes a d8
And you no longer expend charges when using your healer's kit to stabilize unconscious creatures.
Level 15: Medical Miracle
Once per long rest you may attempt to revive a dead creature.
As an action, touch a creature who has been dead for no more than 5 minutes, and make a medicine check against a DC decided by the DM.
You may expend any number of available charges from your healer's kit adding +1 to the check for each charge spent.
If the check succeeds, the creature is revived with 1HP.
(Charges must be spent before rolling. This check cannot succeed if the creature has had vital organs removed or if the creature's head has been destroyed or completely severed)
Additionally your healer's kit now heals for 1d10 per charge
Level 18: Ultimate Combat Medic
Your Triage Die becomes a d10.
Additionally you can heal a target with your healer's kit, as an action, for 1d10 even when you have no available charges.
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