Base Class: Fighter
A field medic takes into battle, not so much to fight, but to heal his or her comrades when they get hurt. Using their doctorate knowledge, they are skilled at healing wounds without the use of magic and the arcane. To a field medic, magic is not needed, for they view their practice on healing is the best across the lands of battle. Magic, with its limits, would make one over-reliant on a limited resource. However, should the need arise, a field medic is capable of defending themselves and others from enemy fire
On Your Feet
You can bring the wounded back to combat state quickly, just enough. Starting 2nd level, when you successfully stabilize a dying creature with a Wisdom (Medicine) check, the creature wakes up with 1 hit point.
Dog of War
Being able to save lives is your driving force. You are not afraid of the fray. Starting 2nd level, you become immune to being frightened.
First aid
You gotta work fast. Starting at 4th level you can make a medicine check as a bonus action.
Wound Glossary
Starting 8th level, you are well aware of the state of a creature with a simple glance, spotting minute bleeding or even scratches. You gain advantage on all Intelligence (Investigation) and Wisdom (Perception) checks to locate wounds or signs of life and injuries on other creatures. Additionally, as an action, you may make a Wisdom (Perception) check on a creature and know whether it is above or below half of its maximum hit points.
Medical Knowlage
Starting 14th level, your expertise allows you immaculate control even under pressure, whether its stabilizing a patient, identifying a poison or assessing a wound. You have advantage in all Wisdom (Medicine) checks.
Mircal Worker
Starting 20th level, if you roll a 20 on a Wisdom (Medicine) check to stabilize a dying creature, the target automatically wakes up with their hit points fully restore
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Posted May 6, 2022This is an outdated version of a subclass I made for my home game. I'd recommend not using it as some things about it weren't properly made.