Combat Medic 3.1

Combat medics are trained in the application of medical assistance in combat, be that patching up wounds, or stabilizing creatures. In the same vien of their medical training, they know the vital points of creatures and can utilize their knowledge to gain an edge in combat.

Combat Medic Features

Fighter Level Feature 3rd Medical Training 7th Targeted Strike 10th Speed Healer 15th Resuscitation 18th Vital Strike

Medical Training

When you choose this archetype at 3rd level, you learn how to use your medical training practically in combat.

You gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, Nature or Survival.

When you perform a Wisdom(Medicine) check to stabilize a creature and succeed, they also regain 1 hit point. Addionally, as an action, you can spend one use of a healer's kit to tend to a creatures wounds. The creature regains 1d6 + your wisdom modifier + your fighter level hit points. Once a creature regains hit points in this way, it cannot do so again until they finish a short or long rest.

Targeted Strike

Starting at 7th level, you learn how to use your medical knowledge to strike creatures in key areas.

When you make an attack against a creature, you can choose to forgo dealing damage in order to make a targeted strike. Choose an body part from the following list: Eye, Arm, Leg, Wing, Tentacle.

Roll to hit as normal, and upon hitting you strike the chosen body part. Apply the effects associated with that body part as described below. An affected creature can make a Constitution saving throw at the end of each of its turns to recover from the effect. The DC for the saving throw is equal to 8 + your Wisdom modifier + your proficiency bonus. Once you target a body part on a creature you cannot target that body part again, as they're more prepared for that sort of assault. If the creature has an ability that uses or relies on the affected body part, that ability is disabled for the duration of the effect.

Eye Strike

The effects on a target is dependant on the number of eyes they have.

Number of eyes Effects No Eyes No Effect One Eye The target is blinded for 1 minute or until healed. Two Eyes The target has disadvantage on attack rolls against creatures more than 30 feet away from them for 1 minute or until healed. More Eyes No Effect

Arm Strike

The target drops any item they are holding with that arm, and they have disadvantage on attack rolls made using that arm for 1 minute or until healed.

Leg Strike

The target's walking speed and climbing speed is reduced by half for 1 minute or until healed.

Wing Strike

The target's flying speed is reduced by half for 1 minute or until healed.

Tentacle Strike

The target has disadvantage on attack rolls made with that tentacle, and creatures grappled by it have advantage on Strength(Athletics) or Dexterity(Acrobatics) for 1 minute or until healed.

Speed Healing

Starting at 10th level, you become so familiar with healing in combat that you can do it much quicker than normal.

You can use a bonus action to restore hit points to a creature using your Medical Training ability, and a creature can regain hit points by that feature after they finish a short or long rest.

Resuscitation

Starting at 15th level, you learn to apply your techniques to bring a creature back from the brink of death.

If a creature has died since your last turn because they failed 3 death saving throws, you can use your action to perform a DC 15 Wisdom(Medicine) check. If you have a healer's kit you can expend one use to gain advantage on the roll. On a success, the target is brought back to life. They remain unconscious but are considered stabilized. Each time this feature is used on creature before they finish a long rest, the DC for the Wisdom(Medicine) check is increased by 5.