Fighter
Base Class: Fighter

Combat Medic Features
Fighter  |      Features
 Level    |

3rd         |   Bonus Proficiencies, Battlefield Triage
7th         |    Stay Down
10th       |   Rapid Response
15th       |    Tactical Retreat
18th       |    Adrenaline Surge

Bonus Proficiency
3rd-level Combat Medic feature

When you choose this archetype at 3rd level, you gain proficiency in Medicine if you don’t haveit already.

Battlefield Triage
3rd-level Combat Medic feature

Beginning at 3rd level, you learn to utilize battlefield medical training. You can use a bonus action to make a Wisdom (Medicine) check or use a healer's kit. In addition, you can provide emergency medical care in the midst of battle. By using a bonus action to make a DC 10 Wisdom (Medicine) check or expending a use of a healer's kit, you can restore 2d4 hit points to a creature within 5 feet of you. You can use this feature an amount of times equal to 1 + your Wisdom modifier (minimum of 1). The amount of hit points you restore
increases by 1d4 at level 7, 10, 15 and 18. You regain all expended uses when you finish a long rest.

Stay Down
7th-level Combat Medic feature

At 7th level, the you can provide cover for a downed ally. You can stand in the space of prone creatures. When you stand in the space of a prone creature, whenever they get targeted by an attack or have to make a Dexterity saving throw, you can give them the benefit of three-quarters cover (no action required).


Rapid Response
10th-level Combat Medic feature

At 10th level, your drive to protect others makes you highly responsive under pressure. When a friendly creature within 20 feet of you is targeted by a ranged attack or has to make a Dexterity saving throw, you can use your reaction to move up to your speed to a space within 5 feet of that creature and then shove that creature. The creature can choose to fail the skill contest. When you shove a creature in this way, you can shove them up to 10 feet instead of 5 feet. You can use this reaction before the attack roll or saving throw is rolled. This shove causes a ranged attack to automatically miss, or the target creature can make its Dexterity saving throw with advantage, unless it is shoved outside of the effect’s area, in which
case they are no longer targeted by the effect. Once you use this feature, you must finish a short or long rest before using it again.

Tactical Retreat
15th-level Combat Medic feature 

Starting at 15th level, you learn to quickly mobilize your allies against danger. Starting at 15th level, you learn to invigorate your allies using your medical talent. When you use your Battlefield Triage feature on a creature, for the duration of their next turn that creature gains 15 feet of movement and doesn't provoke attacks of opportunity. If it is prone, it can spend 15ft of movement to stand up.

Adrenaline Surge
18th-level Combat Medic feature
By 18th level, your understanding of the physical form allows you to push your allies beyond their limits. When you use your Action Surge, you can use a bonus action to pump adrenaline into a willing creature within 5 feet of of you. They can take an additional action on their next turn.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in Medicine if you don’t have
it already

Battlefield Triage

Beginning at 3rd level, you learn to utilize battlefield medical training. You can use a bonus action to make a Wisdom (Medicine) check or use a healer's kit. In addition, you can provide emergency medical care in the midst of battle. By using a bonus action to make a DC 10 Wisdom (Medicine) check or expending a use of a healer's kit, you can restore 2d4 hit points to a creature within 5 feet of you. You can use this feature an amount of times equal to 1 + your Wisdom modifier (minimum of 1). The amount of hit points you restore increases by 1d4 at level 7, 10, 15 and 18. You regain all expended uses when you finish a long rest.

Stay Down

At 7th level, the you can provide cover for a downed ally. You can stand in the space of prone creatures. When you stand in the space of a prone creature, whenever they get targeted by an attack or have to make a Dexterity saving throw, you can give them the benefit of three-quarters cover (no action required).

Rapid Response

At 10th level, your drive to protect others makes you highly responsive under pressure. When a friendly creature within 20 feet of you is targeted by a ranged attack or has to make a Dexterity saving throw, you can use your reaction to move up to your speed to a space within 5 feet of that creature and then shove that creature. The creature can choose to fail the skill contest. When you shove a creature in this way, you can shove them up to 10 feet instead of 5 feet. You can use this reaction before the attack roll or saving throw is rolled. This shove causes a ranged attack to automatically miss, or the target creature can make its Dexterity saving throw with advantage, unless it is shoved outside of the effect’s area, in which case they are no longer targeted by the effect. Once you use this feature, you must finish a short or long rest before using it again.

Tactical Retreat

Starting at 15th level, you learn to quickly mobilize your allies against danger. Starting at 15th level, you learn to invigorate your allies using your medical talent. When you use your Battlefield Triage feature on a creature, for the duration of their next turn that creature gains 15 feet of movement and doesn't provoke attacks of opportunity. If it is prone, it can spend 15ft of movement to stand up.

Adrenaline Surge

By 18th level, your understanding of the physical form allows you to push your allies beyond their limits. When you use your Action Surge, you can use a bonus action to pump adrenaline into a willing creature within 5 feet of you. They can take an additional action on their next turn.