Combat Medic Screams rise across the battlefield, mingling with the smoke and fire of a thousand spells. The stench of blood fills the air. Through the haze of combat, a figure rushes to the front lines. Unlike the nearby soldiers, there is no bulk of armor, or subtle movement of aggression. The shadowy haze stops above a struggling infantryman and kneels. Gentle whispers can be heard from a distance as he begins removing items from a small case... The beast crested the rise, a shadow of sinew and muscle. Three haphazardly clad adventurers stood, mouth agape, at the tremendous foe. From behind, the small elf let out a simple chuckle and pushed her way through the group. She rushed headlong toward the beast while her companions remained, frozen in shock. The monstrous creature lifted a thick, clawed hand to swing at the lithe elf, but she sidestepped the attack. The flash of a dagger lasted only a split second, before a gush of pale blue blood exploded from the creature’s torso... ‘This is it,’ he thinks as his legs give way from beneath him. He feels his own blood run down his side, a painful reminder of his last fray. The sounds of battle are disorienting, and he is unable to determine the path to safety. He hears a snarl, and the guttural sounds of the Goblin language. He tries to stand, weak, unable to fight. Thoughts of his family rush through his head; loving wife and child weeping before a stone-faced soldier. He sees the goblin, rushing forward, scimitar raised. Abruptly, the bright glare on the sword is gone, replaced by a figure standing above him, buttressed by enormous plate armor. Thunder echoes in his ears, muffling the words his savior has spoken. He feels the warmth of healing magic touch his skin. Combat medics are trained to be the saviors of the battlefield. Though their approach may vary, their study is often the same. Years spent caring for the wounded, dragging them from the front lines, and treating their wounds have honed the medic’s responses. They have learned the best way to treat injuries and, in some cases, how to make them worse. The knowledge and experiences of a combat medic have honed their abilities, allowing them to make split-second decisions and react to even the direst of circumstances. Natural Study Understanding of physiology and medicine is often limited in the Forgotten Realms. Much of the world’s healing relies on magical forces and pseudoscience. While the combat medic uses magic, they do so only to enhance their natural practice. Education, to some degree, is a requirement for nearly all medics. Years are spent studying natural phenomena and anatomy. It is the underlying knowledge of how various creatures function that allows the medic to heal with great accuracy. Hardened Minds Medics often come across as cold and calculating when dealing with new people. A lifetime of interacting with death, violence, and blood has built mental walls designed to prevent a breakdown. As a result, medics rarely let others see any emotion, and are able to distance themselves from their emotions in tense situations. Creating a Combat Medic When creating a combat medic, think about where your character studied the practice, and what drove them to it. Did they attend a prestigious university? Did they learn their skills from a local physician? Did they lose a close family member in battle? Are they from a war-torn nation, or do they simply abhor the thought of soldiers dying? Quick Build You can make a combat medic quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence or Dexterity. Second, choose the Soldier background. Class Features As a combat medic, you gain the following class features. Hit Points Hit Dice: 1d8 per combat medic level

1d8 per combat medic level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per combat medic level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: Healer's kit Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Acrobatics, Insight, Investigation, Medicine, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a sickle or (b) any simple weapon

(a) two daggers or (b) any simple thrown weapon

(a) an explorer's pack or (b) an adventurer's pack

Leather armor and a medic's pack 1

The Combat Medic Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Medical Treatment (d6), Medic's Pack — — — — — — 2nd +2 Spellcasting, Steady Hands 2 2 — — — — 3rd +2 Field Focus 3 3 — — — — 4th +2 Ability score improvement 3 3 — — — — 5th +3 Full Combat Training, Medical Treatment (d8) 4 4 2 — — — 6th +3 Directed Attack 4 4 2 — — — 7th +3 Field Focus feature, New treatments 5 4 3 — — — 8th +3 Ability score improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Innate Understanding, Medical Treatment (d10) 6 4 3 2 — — 11th +4 Sure Hands 7 4 3 3 — — 12th +4 Ability score improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Directed attack improvement 8 4 3 3 1 — 15th +5 Field Focus feature, Medical Treatment (d12) 9 4 3 3 2 — 16th +5 Ability score improvement 9 4 3 3 2 — 17th +6 — 10 4 3 3 3 1 18th +6 Field focus feature 10 4 3 3 3 1 19th +6 Ability score improvement 11 4 3 3 3 2 20th +6 Field focus feature 11 4 3 3 3 2 Multi-Class Combat Medics In order to qualify for a multiclass combination including the combat medic class, you must have a Wisdom score of 13 or higher in addition to the needed prerequisite scores of your other classes. Characters who multiclass into the combat medic class gain proficiency in light armor, Healer’s kits, and one skill from the combat medic class skill list. Combat medics who have the Spellcasting class feature or Pact Magic class feature from another class can use the spell slots they gain from any of their classes to cast spells they know or have prepared from any of their other classes. Medical Treatment With your knowledge of the natural world, you can quickly and efficiently treat the wounds of others. This ability is fueled by special dice, called healing dice. Treatments. You learn three treatments of your choice, which are detailed under “Treatments” below. You can only use one treatment per turn. You learn two additional treatments of your choice at 7th and 14th level. Each time you learn new treatments, you can also replace one treatment you know with a different one. Healing Dice. You have a number of healing dice equal to your Wisdom modifier, which are d6s. A healing die is expended when you use it. You regain half of your maximum healing dice (rounded down) whenever you finish a short or long rest. Your healing die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Saving Throws. Some of your treatments require your target to make a saving throw to resist the treatment’s effects. The saving throw DC is calculated as follows: Treatment Save DC = 8 + your proficiency bonus + your Wisdom modifier Treatments The treatments are presented in alphabetical order. Amphetamines. You use an action and expend a healing die to administer a dose of amphetamines to a creature within 5ft. If the creature is willing, or fails a Strength or Dexterity saving throw, the dose is administered and lasts a number of rounds equal to the roll. Once per round, when the affected creature takes the attack action, it may make two attack rolls against the target. After the effect has ended, the creature immediately gains one level of exhaustion. 2

Antitoxin. You use an action and expend a healing die to end the poisoned condition on a creature. That creature may not be affected by the same poison for a number of days equal to the roll. Bandage. You use an action to roll a healing die and bandage a creature, other than yourself, within 5 ft. The creature immediately gains hit points equal to the roll on the die plus your Intelligence modifier. Brainiac. While talking to a creature that can understand you, you expend a healing die and attempt to use medical terminology to persuade them. The creature makes an Intelligence saving throw. On a failed save, the creature is confused by your ramblings, and suffers the effects of the suggestion spell for a number of minutes equal to the roll. Once the effect ends, they are not aware of the deceit. Forced Realignment. You use an action and expend a healing die to perform a chiropractic realignment on a large or smaller creature within 5 ft. The creature makes either a Dexterity or Constitution saving throw (their choice). On a failure, they are stunned for a number of rounds equal to the roll. They may repeat the save at the end of each of their turns to end the effect. IV fluids. You spend 10 minutes setting up IV fluids for any creature with at least one level of exhaustion and expend a healing die. The creature may immediately make a Constitution saving throw and add the healing die to the roll. The DC of the save is 10 + the number of levels of exhaustion the creature has. On a success, they may remove one level of exhaustion. Once this treatment has been used on a creature, they may not benefit from it again until they finish a long rest, regardless of whether they succeeded or not. Medical Malpractice. You spend 1 minute “treating” a creature and expend a healing die. At the end of this time, the creature must make a Constitution saving throw or be poisoned for a number of hours equal to the roll, or until you spend an action treating them. Preventative Care. You spend 10 minutes examining any creature. At the end of this time, you may expend any number of healing dice. The creature gains a number of temporary hit points equal to the roll plus your combat medic level. These hit points expire after 1 hour. Realignment. You use an action and expend a healing die to perform a chiropractic realignment on a large or smaller creature within 5 ft. If the creature is suffering from the paralyzed or stunned condition, they may make an immediate saving throw and add the healing die to the roll. Resuscitate. You use an action to expend a healing die and resuscitate a dead creature within 5 ft. who has been dead no more than 12 seconds. The creature returns from death with hit points equal to the roll on the die and gains one level of exhaustion. Once a creature has been resuscitated, they may not be benefit from this treatment again until they have finished a long rest. Topical Steroid. You expend a healing die and spend 1 minute applying a topical corticosteroid to a creature. For a number of minutes equal to the roll, the creature has advantage on Dexterity checks and saving throws. Medic's Pack At 1st level, you know a ritual that can create a Medic's pack. The pack functions similarly to a Bag of Holding, though it is only able to contain the equipment bound to it during the ritual. Once complete, the pack contains everything necessary to perform standard medical tasks. It also works as a spellcasting focus for combat medic spells. Steady Hands At 2nd level, the long hours caring for the wounded and dying grant you a steadiness on the field. You have advantage on any Intelligence (Medicine) check made to stabilize a dying creature. Spellcasting Also at 2nd level, you have learned to intertwine magic and nature in order to enhance your medical practices. Your spells are an important instrument in your dealings with patients. See chapter 10 of the Player’s Handbook for the general rules of spellcasting, and the end of this document for the combat medic spell list. Spell Slots The Combat Medic table shows how many spell slots you have of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know two 1st level spells of your choice from the combat medic spell list. The Spells Known column of the Combat Medic table shows when you learn more combat medic spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the combat medic spells you know and replace it with another spell from the combat medic spell list, which must also be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your combat medic spells. Your magic comes from your study of nature, and your ability to make quick, concise decisions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a combat medic spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

= 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use your medic's pack as a spellcasting focus for your combat medic spells. 3

Field Focus At 3rd level, you choose a field focus that you strive to emulate: Emergency Response, Angel of Mercy, or Front-Line Care, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, 18th, and 20th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Full Combat Training Beginning when you reach 5th level, you regain all of your expended healing dice when you finish a short or long rest. Directed Attack Starting at 6th level, you have learned to focus on the most important details of anatomy, particularly as they relate to combat. When you use the attack action, you may choose to direct the attack. This ability must be declared before you roll the d20. Once directed, if the attack hits the target, it is an automatic critical. Once you have directed an attack, you may not do so again until you have finished a long rest. At 14th level, you gain the ability to express your knowledge in a simplified and understandable way. You may now direct any attack made within 30 ft. of you as long as you and the attacker share a language. Internal Medicine At 10th level, spells have become a regular part of your medical practice. You may use an action and expend any number of healing dice to cast a spell. The spell chosen must be of a level equal to or lower than the number of dice expended. Casting a spell in this way does not use a spell slot, and does not require any verbal, somatic, or material components. Sure Hands By 11th level, you are no stranger to wounded and unconscious allies. Any time you make a Medicine check to stabilize a dying creature and the d20 shows a 16 or higher, you may instead bring the creature to consciousness with one hit point. Field Focus Combat medics are required to choose a field focus as they begin their advanced training. The focus allows the medic to excel in a specific area. The most common focuses are Emergency Response and Front-Line Care. Some medics choose a darker path, and may become known as an Angel of Mercy. Emergency Response The emergency response medic is often the first on the scene of a tragedy. They are specialized in their ability to treat severe injuries quickly. Emergency response training proved awareness and deft response to critical situations. Speed Saves At 3rd level, when you choose the emergency response focus, you learn to perform healing more quickly. Any time you spend a healing die on an ability that requires an action, you may use your bonus action instead. In and Out By 7th level, you have learned to use your movement efficiently. Whenever you take the move action immediately after healing a creature other than yourself, you do not provoke an attack of opportunity. Familiar Wounds At 15th level, you learn to recognize recurring problems in long-time patients. You may choose up to three creatures other than yourself whom you have known longer than one month. Whenever you spend a healing die on an action targeting one of these creatures, or yourself, you may double the roll on the die. Safe Ground Also at 15th level, when you stabilize or revive an unconscious or dead creature, you may use your move action to drag them at full speed without provoking any attacks of opportunity. Quick Thinking At 18th level, you have learned that treating multiple patients simultaneously expedites the process greatly. Any time you use a healing die to heal another creature, you may also heal a second creature, including yourself, within 10 ft. Immediate Response At 20th level, when you roll initiative and have no healing dice left, you regain half of your maximum dice, rounded down. Front Line Care Medics focusing on front line care throw themselves into the fray to protect and heal allies. Putting themselves in harm’s way, the bold medics of the front lines use bulky armor and arcane tricks to stay alive and heal their allies. Bulwark When you choose this focus at 3rd level, you gain proficiency in heavy armor. Savior Also at 3rd level, whenever a creature makes an attack within 5 ft. against a wounded target, you may use your reaction and roll a healing die to interpose yourself between them. Doing so increases your AC by the amount rolled until the end of your next turn. Until the start of your next turn, all attacks made against the original target are redirected to you. 4

Localized Burst At 7th level, when you use your savior ability, you may expend a spell slot of first level or higher to cause a focused blast of energy. The attacking creature must make a Strength saving throw against your spell DC. On a failure, the creature takes 2d8, plus 1d8 for each level of the spell slot above 1st, force damage, and is pushed up to 15 ft. directly away from you. On a successful save, the creature takes half damage, is not pushed away, and may continue its attack. Warding Presence By 15th level, you have learned to extend your protection to those around you before they fall. Other creatures you consider friendly within 10 ft. of you receive a +1 bonus to their AC. This effect ends if you are incapacitated or unconscious. Healing Presence At 18th level, you have enough experience protecting allies that you are able to heal them while shielding them from blows. Whenever you roll a healing die using your savior ability, you may heal the creature you are protecting by the amount rolled rather than increase your AC. Angelic Touch At 20th level, you able to provide lasting rejuvenation. You can use an action to place your hands on a creature and roll any number of healing dice. That creature regains hit points equal to the amount rolled at the beginning of its turn for a number of rounds equal to your Wisdom modifier. Angel of Mercy The angel of mercy is different from the majority of medics. While they have some knowledge of how to treat wounds, their focus has been on a much darker path. Angels of mercy use their knowledge of physiology to severely wound and kill opponents. Sword and Scale When you choose this focus at 3rd level, you gain proficiency in one martial weapon of your choice. Laborious Study Also at 3rd level, you have spent countless hours studying physiology, particularly as it relates to the weaknesses of various species. When you make an attack against a creature, you may roll a healing die and add the roll to your weapon damage for the attack. If this roll is the maximum on the die, the creature loses its reaction until the end of its next turn. Sycophant At 7th level, your studies have expanded into the magical realm. You have learned to extract the life force from opponents and use it to fuel your own. Any time you damage a creature with an attack, you may expend a spell slot of 1st level or higher. If you do, you deal an extra 1d4 necrotic damage per level expended, and regain a number of hit points equal to the damage dealt. Field Research By 15th level, your focus on anatomy allows you to pick specific targets on a creature, given that you have time to prepare your strike. You may spend an action studying a creature to give yourself advantage on your next attack. If that attack is successful, it is automatically a critical hit. Once you have used this ability, you may not do so again until you have finished a long rest. Deep Wounds At 18th level, when you strike a significant blow, your opponent feels it. Whenever you roll a critical hit, you roll an additional 2d8 and add the damage to your weapon damage. Doctorate At 20th level, your understanding of creatures has surpassed even the most detailed bestiaries. Your field research ability now regenerates after a short or long rest. Image credit to commons.wikimedia.org user Dv8stees 5