Base Class: Fighter
Battle Medics are warrior-healers who channel arcane energy directly into healing magic no deity required. They stand at the front of the line alongside fighters and paladins, patching wounds mid-combat and unleashing steel when the moment demands it. They know fewer spells than a cleric, but they make up for it in toughness, mobility, and sheer battlefield presence.
Mending Sinews
As an action, faint prismatic ribbons of Gist energy pour from you, closing wounds at a distance. You heal any number of creatures of your choice within 30 feet for 1d6 + your Wisdom modifier hit points. This has no effect on undead or constructs.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and regain all uses after a long rest. The healing increases as you gain Fighter levels: 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level.
Triage
Your medical training allows you to assess and stabilize the wounded with practiced efficiency. As a bonus action, you can touch a creature and expend one of your Hit Dice. The creature regains hit points equal to the number rolled + your Wisdom modifier (minimum 1).
Additionally, you can stabilize a creature that has 0 hit points without a Medicine check — a touch is enough. You also gain proficiency in the Medicine skill if you do not already have it. If you already have proficiency in Medicine, you instead double your proficiency bonus for Medicine checks.
Frontline Response
You have trained yourself to react the instant an ally goes down. When a creature you can see within 60 feet drops to 0 hit points or falls unconscious, you can use your reaction to move up to twice your walking speed toward them. Opportunity attacks against you have disadvantage during this movement.
At the end of this movement, if you are within 5 feet of the downed creature, you may immediately expend one Hit Die to stabilize and heal them, restoring hit points equal to the die result + your Wisdom modifier (minimum 1 HP).
You can use Frontline Response a number of times equal to your Wisdom modifier (minimum 1), and regain all uses after a long rest.
Patch Job
By spending 1 minute treating a creature, you may make a DC 13 Medicine check. On a success, the creature regains hit points equal to your Fighter level and removes one level of exhaustion. You may use this feature a number of times equal to your Wisdom modifier (minimum 1), and regain all uses after a long rest.
Additionally, when you or a friendly creature within 5 feet of you uses a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
Patch Job
By spending 1 minute treating a creature, you may make a DC 13 Medicine check. On a success, the creature regains hit points equal to your Fighter level and removes one level of exhaustion. You may use this feature a number of times equal to your Wisdom modifier (minimum 1), and regain all uses after a long rest.
Healing Vigor
As an action, you release a concentrated burst of Gist healing energy. All creatures of your choice within 30 feet have one curse, disease, or condition (blinded, deafened, paralyzed, or poisoned) removed, and gain temporary hit points equal to 10 + your Wisdom modifier.
Additionally, when you cast a spell of 1st level or higher that restores hit points, the target regains additional hit points equal to your Wisdom modifier (minimum 1).
You can use the burst of healing energy feature once, and regain use of it after a long rest.
Burst of Healing
Additionally, when you cast a spell of 1st level or higher that restores hit points, the target regains additional hit points equal to your Wisdom modifier (minimum 1).
Pinnacle of Healing
Your mastery of Gist healing is complete. When you would roll one or more dice to restore hit points — whether through a spell, Mending Sinews, or Triage — you instead use the highest number possible for each die.
Additionally, when you use Frontline Response to reach a downed ally, they immediately regain hit points equal to your Fighter level, regardless of whether you expend a Hit Die. No creature under your care dies easily.
Spellcasting
Beginning at 3rd level, you have learned to channel the Gist’s ambient arcane current into healing and support magic. You are a half-caster — your spellcasting grows more powerful as you advance in the Fighter class, but never reaches the depth of a full caster.
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