Fighter
Base Class: Fighter

You've been in your fair share of scraps and fights, but you've always held onto a certain selflessness. When others are wounded in battle, you do what magic cannot, and bandage their wounds, and relocate their bones. Magic takes far too much time to learn, so you learned the simple ways of healing someone mid battle, enough to get them back into the fight. Your skills are practical, grounded, and attributed to your skill and dedication alone. 

Note: One hand must be free in order to use a healer's kit.

Field Medicine

Starting when you choose this archetype at 3rd level, you gain expertise in the medicine skill. Additionally, you gain proficiency with a healer's kit, as well as with a herbalism kit. You also have a special healer's kit that you need to have on your person in order to use any of your features. When you finish a long rest, roll 1d10, and restore a number of uses to your special healer's kit equal to the number rolled. This is done by scrounging the area for resources that can be made into healing salves and other medicinal practices. 

Additionally, when you take the attack action, you may replace one attack with one use of your healer's kit. When you choose to do this, choose a creature within 5 feet of you, and restore 1d4 hit points to that creature. Additionally, you may expend an additional use of your healer's kit to grant the creature healed a special buff, choose from the list below upon using this feature. You may only administer a buff once per round. You must expend a use of your special healer's kit to heal a creature, and regain your uses when rolling your 1d10 at the end of a long rest.
Your healing with a healer's kit increases as you level up in this class. The die increases to 1d6 at 7th level, 1d8 at 10th level, and finally to 1d10 at 15th level.

Mend Arm. With heling salves, you help close a wound on a creature's arm. After administering this effect, the creature has advantage on their next melee or ranged weapon attack roll. 

Mend Leg. With some warming salves, you soothe a wound on the knee of the creature you're healing. After administering this effect, the creature has an additional 10 feet of movement until the end of their next turn.

Head Salve. By using herbs smashed into a salve, you can quell head trauma and help clear the target's mind. After administering this effect, the creature has advantage on the next Intelligence, Wisdom or Charisma Saving Throw that they make before the end of their next turn.

Herbal Antidote. By pulling out a mixture of different herbs, you are able to cure a creature. After administering this effect, if the creature is suffering from the poisoned condition, they are instantly cured. However, if they are suffering from an effect that is not poison, but forces a Constitution Saving Throw, they have advantage on their next attempt to end that effect.

Involved Triage. By spending time on a specific wound, you are able to mend it quicker, whether with a salve or stitches. After administering this effect, the creature regains an additional die worth of healing.

No Man Left behind

Starting at 7th level, you learn to refuse to let anyone fall. When you finish a short rest, you may choose any amount of creatures that finish the short rest with you to aid in their recovery. Any creature of your choice takes away a Death Saving Throw failure, if they have any. Additionally, you may choose any amount of creatures to gain an amount of temporary hit points equal to your Fighter level when you finish a short rest. The creature may also stand as part of this reaction without provoking opportunity attacks. Additionally, you may carry a willing or unconscious creature with no penalty to your movement speed.

Medical Assessment

Beginning at 10th level, you may inspect a creature's physical duress and capabilities. As an action, you can make a Medicine check equal to the creatures Challenge Rating. On a successful check, you learn the target's current hit points, any resistances, vulnerabilities, or immunities it may have, and if it is afflicted with any poison. Additionally, your next weapon attack against that target deal extra damage equal to your medicine modifier until the end of your next turn.
This ability can only be used against any target once per day.

Miracle Worker

Starting at 15th level,  you can attempt to restart a creature's still heart. As an action, you may expend 3 uses of your healer's kit (This shares the 10 uses from your Field Medicine feature), and make a medicine check with a DC of 20, or half the damage that killed the creature (or the last source of damage that creature took), whichever number is higher. On a successful check, the creature is revived with 1 hit point, provided that the creature died within the past minute, and is not a construct or undead. 

Once you succeed on this check, you cannot use it again until you complete a Long Rest, as the materials used for this are expended.

No One Dies Today

Starting at 18th level, you have learned to mend even the most grievous of wounds, and your skills are renowned. You gain the following benefits:

  • When you heal a creature with your healer's kit, you may also choose to end any of the following conditions on them: stunned, paralyzed, or poisoned.
  • When you heal a creature with your healer's kit, you  can choose to add your full medicine modifier to the amount healed. This can be done a number of times equal to your Proficiency Bonus
  • When you finish a long rest, your healer's kit is completely refilled. When you finish a short rest, you roll 1d10, regaining the amount of uses rolled.
  • You can successfully use Miracle Worker twice per long rest instead of once. Additionally, it now only uses one use of your healer's kit

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