Combat Medic | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Combat Medic

Fighter Class

Combat Medic Training

When you choose this archetype at 3rd level, you are initiated into the fundamentals of battlefield medicine. You gain proficiency in the medicine skill and alchemist supplies. .  

Responder's Aid

Also at 3rd level, you can use your knowledge of medicine to provide relief to the injured. Drawing or stowing a healer's kit costs you a bonus action, and you to gain the following benefits:  
  • When you use your healer’s kit to stabilize a creature, you can do so as a bonus action.
  • You can expend a charge of your healer’s kit to end the poisoned, blinded, deafened, or paralyzed effect on a creature you can see and touch.
  • Whenever you finish a long rest, you can spend 5gp worth of materials to create a number of healers kits equal to your Wisdom modifier (minimum 1).
 

Anatomical Studies

Starting at 7th level, if you spend at least 1 minute investigating a creature's corpse outside of combat, you can learn certain information about its demise. The DM tells you any of the following information, where appropriate:  
  • Whether the creature was surprised, incapacitated, or otherwise unable to fight back.
  • The method of its demise if you know it, such as the type of weapon, poison, or other causes.
  • What type of animal, creature or beast might have killed it.
  • How long ago the creature died.
  • Roughly how old the creature was when it died.
 

Emergency Reflexes

Starting at 10th level, you can quickly close the gap to your allies. When an ally you can see or hear is reduced to 0 hit points and falls unconscious, you can use your reaction to move up to your speed without provoking opportunity attacks. You must end this move closer to your ally than you started.   Also, your speed isn't halved when you are dragging or carrying an unconscious creature who is the same size as you or smaller.  

Improved Aid

At 15th level, you have improved your abilities to further help you allies. When you utilize a healer’s kit you gain the following options:
  • You can expend two charges of your healer’s kit to reduce a target's exhaustion level by one.
  • You can expend five charges of your healer’s kit, to end one effect reducing a target's hit point maximum or ability scores.
  • You can spend 8 charges of your healer’s kit, to tend to two creatures and they can spend hit dice up to your wisdom modifier.
 

Swift Resuscitation

At 18th level, with a physician's skill, you learn how to forcibly wrench the recently deceased back into their mortal coil.   As an action, you can spend all uses of a held healer's kit to make a DC 25 Wisdom(Medicine) check targeting a dead creature you can see and touch. On a success, the target returns to life with 1 hit point if it's not an undead or construct, died within the past minute, and didn't die from old age. The target can't be revived in this way again until it completes long rest.   Once you use this feature, you can’t use it again until you finish a long rest.


Created by

Shadowfell.

Statblock Type

Feat

Link/Embed