Fighter
Base Class: Fighter

The Combat Medic is a fighter that focuses less on their own glory and martial prowess, and more on how they can enable the other members of their party. Through healing and buffing, they help their party to stay in top condition, always ready for the next challenge. These fighters are often forged in fire as a result of wanting to help the injured around them, and are a welcome sight on any battlefield.

Medical Prowess

When you select this Martial Archetype at 3rd level, you prepare a number of medications equal to your constitution Modifier at the end of every long rest. These medications grow in potency as you reach higher levels in this class, at 5th, 7th, 9th, and 14th

 As an action, you can administer medicine to an allied creature within 15 feet of you. Additionally, when you unlock the "Extra Attack" ability at 5th, 11th, and 20th level, and when you take the attack action on your turn, you can any number of attacks in order to administer medicine to an allied creature.

Medication level Medication Strength

3rd

2d6 + 2

5th

4d6 + 4

7th

6d6 + 6

9th

8d6 + 8

14th

10d6 + 10

Medical Magician

At 3rd level, you gain proficiency in the Medicine skill, or a skill of your choice if you're already proficient in it. Additionally, your proficiency bonus is doubled for every medicine check you make.

Ready Made

At 7th level, you learn how to bolster yourself and your allies to fight on past their injuries.

Your Second Wind feature is improved, and now heals you for 1d10 plus twice your fighter level. In addition you can use this ability on a friendly creature within 5 feet of you.

Improved Medicine

Starting at 10th level, you're ready for the worst case scenario, and have prepared special medicine. At the end of a long rest, you prepare 3 of this special medicine, which are each equivalent to a Revivify spell, and follow the same casting rules for the spell, minus the verbal, somatic, and material components.

Let's Practice Medicine

Beginning at 15th level, the range on your Medical Prowess is extended to 30 feet, and if you roll initiative with no medicine prepared, you instantly gain one medicine. Additionally, your Constitution score increases by 2, and your Constitution maximum increases by 2 to 22.

Deft Hands

At 18th level, you gain the ability to quickly save those around you from sudden death. When an ally within 15 feet of you drops to 0 hit points, you can quickly administer an extremely potent dose of medicine to them as a reaction. This medicine heals them for 20d6 + 20 hit points, and grants them a temporary bonus of 15 feet of movement, and an extra 2 AC for 1 minute. 

Once you use this feature, you can't use it again until your next long rest.

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