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Fighter Subclass: Combat Medic in Dungeons & Dragons 5e

Fighter Subclass: Combat Medic

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:

Medical Proficiency


When you choose this subclass at level 3, you gain proficiency in the Medicine skill if not already. If you are already proficient in it, you also gain proficiency in herbalism kits.

Advanced Medkit


Also at 3rd level, you gain access to a special item known as the Advanced Medkit. By taking a normal healer's kit item, 25gp worth of supplies, and 1 hour of building, you finish your Advanced Medkit. An advanced medkit has 10 uses and can only be used by you. With this item, you can do the following:
  • As an action, you can expend a use to heal a creature by 1D6 + your medicine skill score. This can only be done on the same creature after the creature takes a short rest.
  • When you use this kit to stabilize a creature, they also gain 1D6 Temporary HP and also gain back 1 HP. The THP lasts for 1 hour.
  • As an action, you can expend a use to remove a poisoning effect from a creature.
Once all of the medkit's uses are used up, you'll need to make another one.

Expert Physician


At 7th level, you gain expertise in the medicine skill. You can also, with 3 uses of your advanced medkit, cure a creature of one illness or disease with an hour-long procedure.

Wound Closer


Also at 7th level, you can cast Cure Wounds at 1st level using your intelligence modifier. You can cast this a number of times equal to half your intelligence modifier (min 1)

Preventative Measures


At 10th level, you can help boost your allies before combat using your advanced medkit. You can now do the following:
  • Use an action to expend a medkit use to grant an ally resistance to non-magical bludgeoning, piercing, and slashing damage for the next hour.
  • Use an action to expend a medkit use to dope an ally with blood, giving them a +10ft bonus to their speed as well as granting them advantage on dexterity checks and saves. Lasts 1 hour

Vaccinate


At 15th level, you can spend 3 uses of your medkit, 200gp worth of materials, and 3 whole days to create 1D6+1 all-purpose vaccines. By giving someone a vaccination, they gain resistance to poison damage, advantage on poison saves. The also gain advantage on saving throws against diseases. Finally, vaccinated people heal by double whenever they drink a health potion.

Hyper Heal


At 18th level, you can expend 2 uses of your medkit to make a medicine check and heal a creature by the rolled amount. This action also cures them of any disease or curse. Finally, if the creature drops to 0 HP within the next minute, they instantly stabilize.

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