Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Battle Medic

You are a hardened soldier, much like many of your fighter compatriots; however, your talents lie predominantly in saving lives, not taking them. Skilled with both a surgeon's toolset or whatever simple medical supplies you can scrounge, your abilities allow you to keep your friends alive and hamper your enemies.

Keep Moving, Soldier!

At 3rd level, when you choose this archetype, you can help your friends to recover their footing even in precarious situations. As a bonus action, you can touch an allied creature within 5 feet that is prone to rouse them. That ally can immediately use its reaction to stand up without spending any of its movement.

Additionally, you can double your movement speed on your turn as a free action if that movement would finish within 5 feet of an unconscious ally.

Battlefield Medicine

From 3rd level, you can put together a quick salve or wrapping to get your allies back in the fight. You gain proficiency with healer's kits, and your Second Wind feature changes in the following ways:

This feature can target yourself or one creature within 5 feet of you.

You now have 3 charges of this feature, that recharge on a short or long rest.

A creature cannot benefit from this feature more than once per short or long rest.

A creature healed by this feature gets advantage on the next saving throw they make within 1 minute.

At 11th level, you gain an additional 2 charges of this feature.

Protect the Downed

At 7th level, you gain the ability to shield your at-risk allies from immediate danger. While an allied creature within 5 feet of you is unconscious, you gain advantage on attack rolls, and unconscious allied creatures within 5 feet of you have three-quarters cover.

Vital Strike

At 10th level, your knowledge of anatomy and how to cure wounds allows you to cause them more effectively. Once per turn, you can transform one of your attacks into a Vital Strike. A creature hit by a Vital Strike takes the weapon damage as normal, and must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). A creature that fails this saving throw becomes poisoned for the next minute.

A creature can repeat this saving throw at the end of each of its turns.

Quick Cure

At 15th level, when you use your Second Wind feature on a creature, the creature also shakes off a debilitating effect. The creature can end one of the following conditions afflicting it: blinded, deafened, paralyzed, or poisoned.

Additionally, during a short rest, all of your companions who spend at least one hit die lose 1 level of exhaustion. A creature can only benefit from this once per long rest.

No Man Left Behind

From 18th level, your nearby allies gain fortitude from your stalwart leadership. Any allied creature within 30 feet of you that starts their turn with less than half their maximum hit points immediately regains hit points equal to your Constitution modifier.

Additionally, all allied creatures within 10 feet of you have advantage on death saving throws.