Field Medic - Roguish Archetype

by ArgenisDBarrios

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Field Medic

Field Medic: Roguish Archetype

Trained to be quick in the field of battle, and to be precise without a shred of doubt in the actions that they take. For in a moment of uncertainty they may cause the death of an individual. Their medical tools are their weapons that help them stabilize and bring back up the fallen. Field medics have taken an oath to save all those they can under their care, something that they follow with their entire being.

Field Medication

3rd level Field Medic feature
As you delve into the chaos of battle you have prepared and readied field medication to use in the midst of the conflict. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a creature that you can see within 30 feet of you. Roll half the number of Sneak Attack dice for your level (round up), and that creature gains a number of hit points equal to the roll's total, as you administer your field medication
You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.

Quick Aid

3rd level Field Medic feature
You are are always prepared to stabilize a fallen ally. You can use your bonus action to make a Wisdom (medicine) check to stabilize a creature, or to administer a potion to another creature. Additionally, You can stabilize a creature within 30 feet of you, and when you do they regain 1 hit point in 1 minute.

Surgical Precision

9th level Field Medic feature
The very same skills that have thought you how to save a life has also allowed to be more precise in where you harm your foes. When you deal your sneak attack damage, you can cripple one of your target's senses. They must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or the target is blinded, deafened, or they cannot speak until the end of your next turn. You choose the condition you apply when you hit.
You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.

Medical Contingency

13th level Field Medic feature
You have made preparations to help creatures endure longer in the field of battle. Over a long rest you can choose a number of creatures equal to your Wisdom modifier as you prepare a way for them to escape certain death. The first time a creature you've prepared would drop to 0 hit points, but not killed outright, as a result of taking damage, they instead drop to 1 hit point, and regain a number of hit points equal to twice your wisdom modifier.

Combat Medic

17th level Field Medic feature
You have mastered your craft and have uphelp your oath to protect, and have attained the highest honors as a field medic. You gain the following benefits:

  • When you use your Field Medication feature you may target a second creature within range.
  • When you would roll to heal a creature with your Field Medication feature and they have 0 hit points they instead gain the maximum number of hit points possible.
  • Creatures under your Medical Contingency feature gain a number of temporary hit points equal to your level in this class + your Wisdom modifier.
Artist Credit

Rust Doctor by Arthur Ripert

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