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Combat Medic

Unlike the healers who rely on magic to aid their allies, a combat medic does so with medical supplies
and a skilled hand. A combat medic rushes around the battlefield, tending to the wounded with little
disregard for their own safety.

Fighter
BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you gain
proficiency with the Medicine skill and herbalism kit.
Your proficiency bonus is doubled for any ability check
you make that uses either of those proficiencies.
Additionally a healer's kit you use has twenty uses
instead of ten and can be used as a bonus action
instead of an action.
BATTLE TESTED
At 3rd level, you've learned how to quickly dress
wounds while under duress. As a bonus action, you can
spend one use of your healer's kit to aid a creature
within 5 feet of you. The creature regains hit points
equal to 1d4 + your Constitution modifier.
When you reach certain levels in this class, the size of
this healing dice increases: 7th level (d6), 10th level
(d8), 15th level (d10) and 18th level (d12).
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses of it when you finish a long rest.
NO ONE LEFT BEHIND
Starting at 7th level, when a friendly creature that you can
see or hear within 90 feet makes a death saving throw or I'm going to fight for a better wo
falls unconscious, you can use your reaction to move half rld. For some, that
your movement speed toward the creature. Moving in this means a bandage. For others,
a sword.
way does not provoke attacks of opportunity.

MEDICAL BAG
By 10th level, your resourcefulness with a healer's kit increases. When using your Battle Tested feature, you can
also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed,
poisoned or stunned.

UNTIL YOUR LAST BREATH


Starting at 15th level, when an ally falls in combat it fills you with determination. When a friendly creature that
you can see or hear within 90 feet drops to 0 hit points for the first time during an encounter, you gain temporary
hit points equal to your fighter level and any spell of magical effects that restrict your movement end.

DON'T YOU DIE ON ME


By 18th level, your ability to resuscitate allies is matched by few. You can cast the revivify spell, requiring no
components, and your spellcasting ability for the spell is Intelligence.
Once you cast the spell with this feature, you can't do so again until you finish a short or long rest, unless you
expend 10 uses of a healer's kit to cast it again.

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