Fighter
Base Class: Fighter

Combat Doctors are fighters who have dedicated the majority of their training learning various medical and alchemical procedures. A combat doctor carries with them alchemical supplies which can be bandages to aid, or potions to hinder. Some who witness the work of a Combat Doctor may mistake their skills as coming from the arcane however the Combat Doctor's methods are meticulous and learnt through hours of study and practice, requiring only simple material components to perform.

Scientific Method

When you choose this archetype at 3rd level you learn a number of Scientific Procedures which are fueled by a pool of Doctoral Die.


Scientific Procedures: You immediately learn three Procedures of your choice, which you meet the prerequisites for. They are detailed under the Scientific Procedures section below. Some Procedures may enhance attacks in some way, but you can only use one Procedure per attack. You learn two additional Procedures at levels 7, 10, 15 and 18. Each time you learn a new Procedure you can also replace one Procedure you know with a new one.


Doctoral Die: You have a pool of die available to you, which represents the amount of medical and alchemical supplies you have available. The die are d4s and you have a total number equal to your Fighter level. A Doctoral Die is expended when you use it. In certain Procedures more than one die can be expended. You can expend a total number of die equal to your proficiency bonus per turn, across all Procedures. The pool of die is fully recovered when you take a long rest. The value of the die increases to a d6 at level 7, a d8 at level 10, a d10 at level 15 and to a d12 at level 18.

Saving Throws and Attack Rolls: Some Procedures require a save DC to resist an effect or attack roll to cause an effect. These are calculated by:

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Expert Knowledge

At level 3 you also gain expertise with the Medicine skill, and proficiency with Alchemist’s Supplies if you do not already have it.

Scientific Procedures

The Procedures are presented in alphabetical order.

Coated Blade

You can coat a single weapon or 20 pieces of ammunition with chemicals to deal additional poison damage for a short time. To apply the coating takes 10 minutes and you must expend one or more Doctoral die. The coating lasts for 1 hour per Doctoral die spent and during this time the weapon or ammunition deals bonus poison damage equal to the number of  Doctoral die you expended.

Enamouring Vapours

You have created a potion which will bend the will of other creatures. Expend a Doctoral die to cause any creature within 30 feet of you to make a wisdom saving throw or become charmed by you for the next 10 minutes. You must share a common language with the target and the target makes the saving throw at advantage if you are fighting it. The charm fails if the target suffers any damage. Every additional Doctoral die you spend increases the duration of the charm by 10 minutes.

First Aid

As an bonus action you can throw some simple healing supplies to an ally you can see within 30ft, who must then use their reaction to apply the supplies to either themselves, or another creature within 5 feet. Roll one doctoral die and the target is healed for the value rolled.

Flash Powder

This new combination of chemicals can create a blinding light, but only for a brief moment. As a bonus action you can throw a small satchel of powder in an attempt to blind creatures. Roll a Doctoral die and choose a location within 30 feet to throw the powder. Each creature within a 5 foot radius of the powder becomes blinded. The blindness lasts for a number of turns equal to the roll of the Doctoral die or until the target creatures pass a constitution saving throw, which they make at the start of their turns.

Fortifying Vapours

You have concocted a new brew of vapours that can strengthen the body of any creature. Choose a target within 10 feet, and expend a number of Doctoral die. The target creature gains resistance to piercing, slashing and bludgeoning damage for a number of turns equal to the number of die you expended. The target creature must be able to breathe to receive this effect.

Illuminating Mixture

You have created a luminescent mixture of chemicals which can provide light in the darkest of situations. Each Doctoral die spent grants you two luminescent mixture vials. Each mixture creates a bright light which spreads in a 30 feet radius. The glass vials which hold the mixtures can either be held in a free hand, or thrown 30 feet.

Incision

Due to your anatomical knowledge you know the weak points of most creatures. When using the Attack action on your turn you can roll a Doctoral Die and add the total to your attack roll. If the attack is successful, you deal additional weapon damage equal to your intelligence modifier.

Invigorating Vapours

You have concocted a new brew with vapours that can hasten the body of your allies. Roll a Doctoral die and choose a creature within 10 feet who gains a bonus +1 to AC and bonus  speed equal to 5 feet per dice roll value until the end of their next turn. For example rolling 4 grants 20 feet extra movement. You may expend additional Doctoral die to target additional creatures. A creature must be able to breath to gain this benefit.

Medpack

This package of your design contains, bandages, salves and other healing ointments. As an action you can use a medpack to heal any creature within 5 feet of you, or yourself. Roll one or more Doctoral die and heal the target for the total dice roll plus your intelligence modifier.

Plague Genade

You have discovered a way to store a vile mixture within glass canister and throw them as weapons. As an action you can expend one or more doctoral die to throw a grenade as a ranged attack (range 30/60), so long as you have a free hand. On hit, the target takes acid damage equal the total roll of Doctoral die spent. Hit or miss, the target and all creatures
within 5 feet must pass a Dexterity save ,  taking piercing damage equal to your intelligence modifier on a failure.

Poison Gas Grenade

An improved version of the plague grenade which creates a lingering toxic cloud. As an action you can expend one or more doctoral die and use a free hand to throw this grenade up to 40 feet. A toxic cloud pours out from the grenade in a radius of 10 feet plus 5 feet more for every additional Doctoral die expended. Any creature which starts its turn in the gas cloud, or moves into the cloud for the first time on its turn takes poison damage equal to one of your doctoral die plus your intelligence modifier. The cloud lasts for a number of minutes equal to the number of doctoral die expended, or until a strong breeze disperses it.

Short Fuse Grenade

As a bonus action you can throw a basic grenade. Expend a Doctoral die to make a ranged attack using the Procedure attack bonus, range 10/30ft. On a success you deal piercing damage equal to the Doctoral die. You must have a free hand to throw the grenade.

Smoke Bomb

As an action you can expend a Doctoral die and throw a mixture of chemicals which when released create a thick plume of smoke, blocking all light and vision except magical. The range is 30 feet and the radius of the smoke is 5 feet. You consume additional die to increase the radius of 5 feet per die expended. While in the smoke you do not provoke attacks of opportunity. The smoke lasts for one minute or until a strong wind disperses it.

Trauma Kit

As an action you can attempt to revive a creature which has recently died within 5 feet of you. Roll a number of Doctoral die, total and half the number. If this value is equal to or greater than the level of the creature you are attempting to revive, then the process is successful and the creature is brought back to consciousness on 1 hit point. If not, the process fails and the die are lost. The creature cannot have been dead for more than 1 minute. This will not revive a creature who has died from old age, and will not restore lost limbs.

Triage

As an action you heal multiple creatures around you. Roll one or more Doctoral die. The total dice roll plus your intelligence modifier gives you a pool of health points. You can spread these point however you wish over all creatures within 5 feet of you as a free action until the end of your turn.

Autopsy

At level 7 your knowledge of anatomy allows you to study the dead body of a creature to determine certain information about it, and how it died. Inspecting the corpse of a deceased creature for 10 minutes allows you to learn:

  • The Reason for the creatures death, for example the location and severity of wounds
  • The type of weapon, spell, beast or other which caused the death
  • The Length of time the creature has been dead for
  • If the creature knew its attacker or if it was caught by
    surprise

Improved Scientific Method

At level 7 your Doctoral die increases to a d6 and you learn another two Scientific Procedures. This repeats at levels 10, 15 and 18 as described in the Scientific Method feature.

Material Allocation

At level 10 you have found a way to spread your resources effectively seemingly allowing for your supplies of components to be spread thinner when most needed. When you use Action
Surge on your turn to perform a Procedure, you may roll an additional Doctoral Die for free. You may do this even if you have no Medical Die remaining.

Improved Scientific Method

At 10th level, your superiority dice turn into d8s and you may learn two new Scientific Procedures.

Resource Scrounge

Starting at level 15 you are able to hunt for resources to replenish your stocks, even in the most barren of environments. If you start a short rest with no Doctoral die remaining, roll a die equal to your current doctoral die number, and regain Doctoral die equal to that roll. You may use this feature once per long rest. 

Improved Scientific Method

At 15th level, your superiority dice turn into d10s and you may learn two new Scientific Procedures.

Improved Scientific Method

At 18th level, your superiority dice turn into d12s and you may learn two new Scientific Procedures.

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