Corpseman-Fighter Subclass

A Corpsman might be a soldier from an army, making it their duty to keep their friends and allies alive until the fighting is over. Or they might be a mercenary, treating underworld thug's wounds after the latest gang battle.

Corpsmen of the Cross and Crescent society wear a recognizable bright red Crescent overlaying a Cross symbol on patches on their arms. They work as healers and humanitarian aid people in war-torn lands, using their combat skills to keeps their charges safe and smuggling wounded people out of warzones. Wherever there are innocents in the path of a fight, there you might find a Cross and Crescent Corpsman drawing wounded innocents to the sidelines.

Fearless Medic

You are an expert at getting into the thick of a battle and withdrawing with a stricken friend in tow, getting them to safety and stabilizing their wounds.

At 3rd level, you gain proficiency in Medicine, and the Herbalism Kit. Also, when you take the Disengage action, you may drag a willing creature a distance equal your movement speed + ten feet, not provoking an attack of opportunity on you or the willing creature when you do so.

Med Bag

Your medical bag is full of the basic bandages and items needed to keep your allies and comrades in arms alive on the battlefield, the bandages fortified with healing salves and potions. But you can carry and produce only a certain number of bandages per day, so you must choose your ministrations wisely.

Also at 3rd level, you have several items in your medical kit that can aid your allies

Small bandage: You have three small bandages. As a bonus action, you can apply this bandage to a creature you touch. These bandages heal 1d4 + Wis. At 7th level you gain another bandage, and one more at 13th level and 17th level. The hit points regained equal 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 17th level. You regain your small bandages at a long rest.

Large bandage: You have two large bandages. As an action, you can apply this bandage to a creature you can touch. The creature regains a number of hit points equal to 1d8 + Wis. At 7th level you gain another bandage, and one more at 13th level and 17th level. The hit points regained equal 2d8 at 7th level, 3d8 at 13th, and 4d8 at 17th. You regain all your large bandages with a long rest.

Triage

You are quick to judge a creature's wounds and physical harm, and your bedside manner calms and persuades those you are treating.

At 7th level, when a creature that you can see dies or falls unconscious, you may use your reaction to move a distance equal to your walking speed toward them. Opportunity attacks made against you while using this ability are made with disadvantage.

Also, you may take an action interacting with or observing a creature, after which you learn several things about that creature and gain the following abilities:

You learn if they are afflicted by a disease or condition, their maximum hit points and current hit points, and total class level, if applicable.

You have advantage on persuasion throws made to calm or relax the creature.

A Moment's Rest

At 10th level, you treasure any moment's rest you can to patch up your allies. After you have performed a Triage on a creature, you may then take one of the below actions:

You may spend ten minutes patching up up to six creatures, who regain 3d8 + Wis hit points. A creature can benefit from this once per long rest. The hit points regained equal 4d8 at 15th, and 5d8 at 18th.

You may end one disease or condition afflicting this creature after treating them for 10 minutes, or reduce their exhaustion level by one. You may do this once per long rest.

Keep Em In the Fight

You refuse to allow your allies to slip away in Death's bony clutches.

At 15th level, you have a shot of adrenaline in your med bag. When a creature has died or fallen unconscious in the past 1 minute, as an action you may use your adrenaline to revive them. A creature affected in this way by your adrenaline cannot be revived again until after they have taken a long rest.

You regain your adrenaline at a long rest.

Liquid Courage

Your experience in battle medicine has let you craft a special potion that heals and fortifies, and also restores one of the most feared side effect of combat: losing a body member.

At 18th level, as an action you may administer a restoring and fortifing potion to a creature.

For 1 minute the creature affected by the potion has resistance to bludgeoning, slashing, and piercing damage from non-magical weapons. Additionally, any lost body members (fingers, arms, legs, etc.) regenerate after 24 hours.

You may administer one Liquid Courage per long rest.