Medic
Fighter dedicated to assisting damaged allies
Medic
- Starting Equipment: 8 bandages, 4 medkits, combat knife
- Saves: Constitution, Wisdom
- Skills: Choose 2 from Medicine, Acrobatics, Survival, Insight, Investigation, Perception
- Hit die: d8
Leveling
(1) Medical Expertise: Advantage on medicine checks for stabilizing allies, can add 1/2 prof. rounded down to healing when using healing items on an ally.
(2) Action Surge or Danger Sense
(3) Expertise: Medicine +1 other skill
(4) Ability Score Improvement
(5) Extra Attack
(6) Salvager: Small pieces of cloth or fabric can be used as a bandage, healing 1d6 and requiring a DC 10 Dexterity(Survival) check to successfully remove usable pieces of cloth from a source.
(7) Improved Critical or Second Wind or Evasion.
(8) Ability Score Improvement
(9) Combat Medic: After successfully stabilizing or healing an ally, you can fire once as a bonus action as long as the weapon isn't heavy.
(10) Cunning Action
(11) Fighting Style: Choose 1 from Defense, Dueling, GWM, Protection (can block incoming attack on a nearby ally and take the damage instead), interception, superior technique, thrown weapon fighting
(12) Ability Score Improvement
(13) Quick Heal: Medkits can be applied as a bonus action instead of an action
(14) Extra Attack (2)
(15) Medical Mastery: Can now add full proficiency bonus when healing allies.
(16) Ability Score Improvement
(17) Indomitable one use
(18) Lucky Healer: You can reroll one dice when healing someone and always reroll ones
(19) Ability Score Improvement
(20) Constitution score increases by 2, new max of 22. Indomitable 2 uses
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