Wilderness Medic
Bonus Spells
At 3rd, 5th, 7th, and 9th level you gain access to bonus spells.
Once you gain access to a bonus spell, it doesn’t count against
the number of spells you know. If you gain access to a spell
that isn't already on the ranger list, the spell is nonetheless a
ranger spell for you.
Bonus Spells
Level Spell
3rd purify food and drink
5th lesser restoration
9th revivify
13th death ward
17th mass cure wounds
Bonus Proficiencies
When you choose this archetype at 3rd level, you become
proficient in the Medicine skill, and the Herbalism kit if you
are not already.
Trauma Surgeon
At 3rd level your experience with wounds, and what causes
them, allows you to assist in lessening the damage you and
your allies take in battle with quick treatment.
As an action you can restore hit points to an adjacent
creature equal to 1⁄2 of the damage that creature took during
the last round. Your target must have at least 1 hit point
remaining for you to do so, and they cannot benefit again
from this healing until they complete a short or long rest.
In addition, you can use a bonus action to grant an adjacent
creature advantage on death saving throws for one minute.
Extra Attack
If you are using the UA ranger, you get the extra attack
feature at 5th level.
Damage Control
At 7th level you are able to greatly assist your allies in
minimizing the effects of hostile spells.
When you use your Trauma Surgeon feature, that creature
also gains advantage on their next saving throw they make to
end an ongoing magical effect.
In addition, creatures that you medically treat during a long
rest have advantage on saving throws they make against
poison and disease that they roll at the end of a long rest.
Protect the Wounded
At 11th level you are able to quickly lash out at enemies who
harm your allies. When an ally you can see is hit with an
attack, you can use your reaction to make 1 weapon attack
against the attacking creature, if you are within range to do
so.
Rest and Relaxation
When you reach 15th level you are able to treat your allies
during rests to assist in their healing. When you and your
allies complete a short or long rest, you and friendly
creatures of your choice gain temporary hit points of an
amount equal to your Wisdom modifier.
In addition, when you roll hit dice during a short rest, you
heal the maximum number possible for each die.
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