Fighter (Field Medic) Level 3
Beginning when you take this archetype at 3rd level you learn maneuvers that are fueled by special dice called Support Dice.
Support Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many of these maneuvers assist or protect allies and provide buffs to non-magical healing. You can only use one maneuver per attack. You learn two additional maneuvers of your choice at the 7th, 10th, and 15th levels. Every time you learn new maneuvers you can also replace one maneuver you know with a different one.
Support Dice. You have four support dice, which are d8.
A support die is expended when you use it. You regain all of your extended support dice when you finish a short or long rest. You gain support die at the 7th level, and additional support die at the 15th level.
Your support dice increase to a d10 at the 9th level and a d12 at the 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects.
The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Constitution or Intelligence modifier (your choice)
Grello's Support Maneuvers
Snap out of it! (Combat Support Maneuver)
On your turn, you can use a bonus action and expend one support die to rapidly treat a condition affecting one of your allies.
When you do so, an Ally within 5ft gains temporary hit points equal to the support die roll and is cured of one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.
At the 10th level it can also remove charm effects, petrification, curses, and effects reducing ability scores or maximum hit points.
Distracting Strike (Combat Support Maneuver)
When you hit a creature with a weapon attack, you can expend one support die to distract the creature, giving your allies an opening.
You add the support die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Fortify (Combat Support Maneuver)
On your turn, you can use a bonus action and expend one support die to provide emergency curatives and restoratives.
When you do so, an Ally within 5ft gains hit points equal to the support die roll + your Con or Int modifier.