Base Class: Fighter
In a world fraught with danger, it becomes just as important to save those on the battlefield as it is to take their lives. A field medic specialises in administering quick triage so that fellow warriors might live to fight another day. A fighter that goes down the path of a field medic doesn’t use magic to heal wounds, but practical and effective treatments, sometimes using whatever means they have. Field Medics are equipped with a field kit with enough supplies to heal damage and conditions.
Field Kit
3rd-level Field Medic feature
As part of your training as a field medic, you have to ensure you have the right tools for the job, even the most basic things. You gain the following traits.
Surgical Training. You gain proficiency in the Medicine skill. If you are already proficient with Medicine, you may choose a different skill.
Field Kit. You possess a specialised field kit with the necessary tools and reagents needed to administer quick care. You have four field kit dice, which are d6s. As an action, you can use any number of these dice to heal a willing creature you can touch by the amount rolled. You regain used dice at the end of a short or long rest.
You gain two more field kit dice at 7th level, and again at 10th, 15th and 18th levels.
Immediate Triage
7th-level Field Medic feature
You make sure to be where you’re needed most as well as administering more specialised aid. You can Dash as a bonus action.
In addition, you can spend one field kit dice on a willing creature to end the blinded, deafened or poisoned conditions as an action on your turn.
Bodyguard
10th-level Field Medic feature
You keep a sharp eye for danger, knowing that sometimes prevention is better than triage. If an allied creature you can see in 15 feet is the target of an attack or needs to make a Dexterity saving throw, you can use your reaction to move within 5 feet of the creature and pull them aside. Doing so imposes disadvantage on the attack roll and advantage on the Dexterity saving throw. Once you use this feature, you cannot use it again until you finish a short or long rest.
Back from the Brink
15th-level Field Medic feature
Your capability to heal your allies has grown so great you can bring them back to the world of the living. As an action, you can spend two field kit dice to bring one creature back from death provided they still have a body, aren’t missing body parts required for them to live and have not been dead for longer than one minute. This process does not regrow lost body parts or remove otherwise permanent physical scars from the creature brought back to life. When you use this action, you cannot do so again until you finish a long rest.
In addition, you are able to stabilise a dying creature as an action without need of a Medicine skill check.
Always Prepared
18th-level Field Medic feature
Your experience on the field of battle has ensured you will never be caught without proper equipment. When you roll initiative, if you have no field kit dice remaining, you gain two field kit dice.
Comments