Fighter
Base Class: Fighter

Field medics are often among the most selfless and respected members of the military, braving great peril and danger to tend to their patients or evacuate them to where they might be better helped. Tireless and undaunted in the pursuit of their duties, these healers operate with great skill under the duress and chaos of battlefield conditioins. Besides their obvios capabilities as healers, many of them employ their knowledge of anatomy and medicine to bolster their likewise notable capacity of inflicting harm. 

Field Medicine

When you choose this archetype at 3rd level, you are initiated into the fundamentals of battlefield medicine. Drawing or stowing a healers kit costs you no action. As an action or bonus action, you can stabilize one creature within your reach. Further, as bonus action, you can expend one use of a held healers kit, to allow a creature within your reach to spend an amount of hitdice equal to your Wisdom modifier (minimum of 1). In addition, that creature gains an extra amount of hit points equal to half your Medicine skill modifier.  Once a creature has benefited from this feature, it cannot do so again for 1 minute. 

Furthermore, you gain expertise in the Medicine skill.

Intensive Care

At 7th level, your studies progress, allowing for more sophisticated treatments. You gain the following abilities:

Paramedicine. As a bonus action, you can expend one use of a held healers kit, targeting a creature within your reach. If you do, choose an effect on the target which normally would end with a successful Constitution or Wisdom saving throw. Make a Wisdom (Medicine) check with a DC equal to the chosen effects DC. On a success, the chosen effect ends. 

Field Surgery. As an action, you can expend one use of a held healers kit to make a Wisdom (Medicine) check on a creature within your reach. The target regains hitpoints equal to the result of the check plus your fighter level. You can use this feature an amount of timesequal to your proficency bonus per short or long rest. 

Swift Resuscitation

At 10th level, with a physicians skill, you learn to save those at deaths door. As an action, you can spend one use of a held healers kit to make a DC 25 Wisdom (Medicine) check targeting a dead creature. On a success, the target returns to life with 1 hit point. The check automatically fails if the creature´s body is missing any body parts, the creature is an undead or construct, the creature has been dead for more than 1 minute or if it has died of old age. A creature brought back to life this way cannot be targeted by this feature for two days. 

This feature has two uses, both of which you regain whenever you finish a long rest.

Anatomical Studies

At 15th level you can asses a foes anatomy with great insight and precision, identifying keypoints of weakness.
You gain the ability to use the help action as a bonus action with a range of 30 feet.
In addition, you may use your bonus action to analyze a creature more closely. Roll a Wisdom (Medicine) check with a dc equal to 10 plus the number of feet from you to the target. If you succeed, you are aware of any vulnerabilities, immunities and resistances the target has. Further, the next attack made against the target by you or your allies deals bonus damage equal to your Medcine Skill Modifier. The damage dealt is of the same type as the attack.

Doctorate of Battle

At 18th level, your talents at life saving triage and medicine become legendary. You gain the following benefits. 

Field Surgeon. You can use your Field Surgery and Swift Resuscitation as a Bonus Action. 

Ounce of Prevention. Your Paramedicine feature grants its target advantage on Constitution and Wisdom saving throws, as well as resistance to poison and psychic damage for 1 minute.

Pound of Cure. A creature revived by your Swift Resusitation feature regains equal to that features Wisdom (Medicine) checks result plus your fighter level. 

Field Medic Image

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