Fighter
Base Class: Fighter

Some spend their time mastering the blade, others the bow.  You have mastered the body and the bandage.  You use your unique abilities to both protect, cure, and inspire your allies.  While some may think of you as a medic, a healer, a coward, you are anything but.  Your healing skills are only matched by your fighting prowess.

Keep It Moving

When you choose archetype at 3rd level, you gain the ability to inspire your allies into never giving up.  On your turn, as a bonus action, choose a creature within 30 ft of you that is prone.  That creature can use its reaction to instantly stand up without spending any movement, and can then move up to half their speed.

Additionally, you can take the dash action as a free action on your turn, if doing so leaves you within 5 ft of an unconscious ally at the end of your turn.

 

Combat Healer

Upon choosing this archetype at 3rd level, your prowess shows in both offense and defense.  You gain proficiency with the healer's kit.  Also, you can use your Second Wind feature the following ways.

  • You can target yourself or one creature within 5 ft
  • You gain 3 uses of this feature, but you can target a creature no more than once per short or long rest

You gain 1 additional uses of this feature at 10th level, and 1 more additional use at 15th level.

Honorable Protector

At 7th level, your battlefield prowess allows you to protect wounded allies.  While you are within 5 ft of an ally that has less than a quarter of its maximum hit points left, you gain the following benefits:

  • You have advantage on attack rolls against creatures within 5 ft of that ally
  • If an attack would be targeted at that ally, you can use your reaction to become the target of the attack instead
  • While within 5 ft of you, that ally gains the benefits of half cover

Additionally, dragging an unconscious ally doesn't cost you extra movement.

Calming Touch

At 10th level, when you use your Second Wind feature on another creature, your touch calms them, allowing them to shake of detrimental effects.  The creature can end one of the following conditions: blinded, deafened, frightened, paralyzed, poisoned, or stunned.

Vital Functions

At 15th level, your understanding of the human body allows you to diagnose problems, and inflict perilous wounds on your enemies.  You have advantage on Wisdom (Medicine) checks.  

Additionally, once per turn, when you hit a creature with a weapon attack, you can force that creature to make a Constitution saving throw, with a DC equal to 8 + your proficiency bonus or half the damage taken, whichever is higher.  On a fail, treat this attack as a critical hit, doubling the damage you have done.  You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.

Uplifting Presence

At 18th level, your very presence keeps your friends in the fight.  All allies within 30 ft of you gain the following benefits:

  • They gain resistance to psychic damage, and have advantage against being charmed and frightened
  • They have advantage on death saving throws
  • If they start their turn with less than a quarter of their maximum hit points, they gain a number of hit points equal to your Constitution modifier (minimum of 1)

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