Fighter
Base Class: Fighter

You use medical remedies to heal and buff your allies or yourself. Some benefits are to increase the chance of hitting an attack to making them feel extremely lucky. You use your martial prowess and knowledge of medicinal practices to help those in need of aid.

Bonus Proficiencies

When you gain this Martial Archetype, You become proficient with the Medicine skill and the Herbalism kit.

Medical Remedies

At 3rd level, You have Medical Remedies that grant benefits to the person you apply them too.

You gain a pool of d6's that will allow you to use your medicinal remedies. The amount of dice equals your fighter level. You regain all expended dice back on a long rest.
At 7th level the dice become d8's and at 15th level the dice become d10's.

You can use a remedy on yourself or another creature within range of the remedy. Remedies don’t work on Constructs and Undead. It’s an action to use a remedy. You can only use one remedy to a creature at a time if the remedy has a duration.

At 3rd level you get to choose two common remedies of your choice and you get two additional remedies at 7 and 10 level. At 15 level you get to pick an exotic remedy of your choice.

After a long rest you can swap a remedy with new remedy; However, the new remedy has to be of the same quality as the previous remedy. For example you can't swap Detoxing Leeches for Stardust Balm or Basilisk Oil for Mullin Bud.

Common Medical Remedies

Medical Remedies

Medical Remedies Range

Medical Remedies Effect

Marigold Balm

Touch

You can expend up to five medicinal dice. Roll those medicinal dice and the creature regains hit point equal to the rolled amount.

Detoxing Leeches

One creature within 5 feet of you.

You can expend one medicinal die to cure a creature of all diseases and the poisoned condition.

Mullein Bud

One creature within 5 feet of you.

You can expend up to two medicinal dice and the creature gains a +1 bonus to their Constitution score for every medicinal die expended for 1 hour.

Eucalyptus Ointment

Touch

You can expend one medicinal die to allow the target creature to add the medicinal die to their Wisdom (Perception) and Intelligence (Investigation) checks for 10 minutes.

Edible Chalk

One creature within 5 feet of you.

You can expend two medicinal die to allow the target creature to gains the effects of the Detect Magic spell for 1 hour.

Medicinal Tea

One creature within 5 feet of you.

You can expend one medicinal die and the creature is cured of one condition afflicting it. The condition can be blinded, deafened, or paralyzed.

Powdered Bear Claw

One creature within 5 feet of you.

You can expend up to two medicinal dice and the creature gains a +1 bonus to their Strength score for every medicinal die expended for 1 hour.

Cilantro Paste

One creature within 5 feet of you.

You can expend up to two medicinal dice and the creature gains a +1 bonus to their Dexterity score for every medicinal die expended for 1 hour.

Peppermint Leaf

One creature within 5 feet of you.

You can expend one medicinal die to allow the target creature to add the medicinal die to their Charisma (Deception and Persuasion) checks for 10 minutes.

Lavender Oil

Touch

You can expend up to two medicinal dice and the creature gains a +1 bonus to their Wisdom score for every medicinal die expended for 1 hour.

Rosemary Bundle

One creature within 5 feet of you.

You can expend up to two medicinal dice and the creature gains a +1 bonus to their Intelligence score for every medicinal die expended for 1 hour.

Thyme Stem

One creature within 5 feet of you.

You can expend up to two medicinal dice and the creature gains a +1 bonus to their Charisma score for every medicinal die expended for 1 hour.

 

Exotic Medical Remedies

Medical Remedies

Medical Remedies Range

Medical Remedies Effect

Siphoned Celestial Blood

One creature within 5 feet of you.

You can expend two medicinal dice to grant the target creature resistance to Radiant damage and any healing done to that creature is healed the maximum amount for 1 minute.

Stardust Balm

Touch

You can expend up to three medicinal dice to grant the target creature a luck point for every medicinal die expended; the creature can expend the luck points on any attack roll, ability check, or saving throw. The creature loses any unexpended luck points after a long rest.

Edible Mithril Shavings

One creature within 5 feet of you.

You can expend up to three medicinal dice to grant the target creature +1 for every medicinal die expended to their AC and resistance to non-magical Bludgeoning, Piercing and Slashing damage for 1 minute.

Powdered Dragon Scales

One creature within 5 feet of you.

You can expend two medicinal dice to grant the target creature resistance to your choice of Acid, Cold, Fire, Lightning or Poison damage for 10 minutes.

Basilisk Oil

Touch

You can expend three medicinal dice and the target creature is cured of the petrification condition and are immune to the petrification status effect for 24 hours.

Troll Blood

One creature within 5 feet of you.

You expend three medicinal dice to grant the creature the ability to a medicinal die + your proficiency bonus of hit points at the start of their turn for 1 minute.

Basilisk Oil

You can expend three medicinal dice and the target creature is cured of the petrification condition and are immune to the petrification status effect for 24 hours.

Cilantro Paste

The creature gains a +2 bonus to Dexterity for 1 hour.

Detoxing Leeches

You can expend one medicinal die to cure a creature of all diseases and the poisoned condition.

Edible Chalk

You can expend two medicinal die to allow the target creature to gains the effects of the Detect Magic spell for 1 hour.

Edible Mithril Shavings

You can expend up to three medicinal dice to grant the target creature +1 for every medicinal die expended to their AC and resistance to non-magical Bludgeoning, Piercing and Slashing damage for 1 minute.

Eucalyptus Ointment

You can expend one medicinal die to allow the target creature to add the medicinal die to their Wisdom (Perception) and Intelligence (Investigation) checks for 10 minutes.

Lavender Oil

The creature gains a +2 bonus to Wisdom for 1 hour.

Marigold Balm

You can expend up to five medicinal dice. Roll those medicinal dice and the creature regains hit point equal to the rolled amount.

Medicinal Tea

The creature is cured of one condition afflicting it. The condition can be blinded, deafened, or paralyzed.

Mullein Bud

You can expend up to two medicinal dice and the creature gains a +1 bonus to their Constitution score for every medicinal die expended for 1 hour.

Peppermint Leaf

The creature adds your Wisdom modifier to Charisma (Deception, Persuasion) checks for 10 minutes.

Powdered Bear Claw

The creature gains a +2 bonus to Strength for 1 hour.

Powdered Dragon Scales

You can expend two medicinal dice to grant the target creature resistance to your choice of Acid, Cold, Fire, Lightning or Poison damage for 10 minutes.

Rosemary Bundle

The creature gains a +2 bonus to Intelligence for 1 hour.

Siphoned Celestial Blood

You can expend two medicinal dice to grant the target creature resistance to Radiant damage and any healing done to that creature is healed the maximum amount for 1 minute.

Stardust Balm

You can expend up to three medicinal dice to grant the target creature a luck point for every medicinal die expended; the creature can expend the luck points on any attack roll, ability check, or saving throw. The creature loses any unexpended luck points after a long rest.

Thyme Stem

The creature gains a +2 bonus to Charisma for 1 hour.

Troll Blood

You expend three medicinal dice to grant the creature the ability to a medicinal die + your proficiency bonus of hit points at the start of their turn for 1 minute.

 

Combat Triage

Also, at 3rd level, When you see an a creature drop to 0 hit points, you can use your reaction to move your walking speed toward that creature. If your within 5 feet of a creature at 0 hit points and are making death saving throws, that creature has advantage on death saving throws.

In addition, you can use your bonus action to pick up a creature from prone if their within 5 feet of you.

Fast Remedy

At 7th level, It now takes a bonus action to apply a Medical Remedy instead of an action.

Medicinal Warrior

At 10th level, you can coat a weapon with a special poison that effects even the toughest enemies. Once per turn after making an attack with a weapon, you can force the target to make a Constitution saving throw with a dc of 8 + your wisdom modifier + your proficiency bonus or take 2d10 poison damage. If they succeed, they take half damage. 

In addition, when you deal poison damage, you can ignore a creatures resistance and immunity to poison damage.

You are also resistant to poison damage and have advantage on saving throws against being poisoned.

Bountiful Remedies

At 15th level, You can regain your expended Medicinal Dice after a short or long rest.

In addition, you can apply two medicinal remedies on one creature if they have a duration.

Improved Triage

At 18th level, when your within 5 feet of an ally creature making death saving throws, if that creature rolls a 19 or higher, the creature regains your medicinal die + your fighter level of hit points.

In addition as a reaction when a creature regains hit points from a death saving throw within 5 feet of you, you can apply a medicinal remedy to that creature if they don't already have two remedies applied to them that have durations.

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