Fighter - Hospitaller

by somanyrobots

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Fighter Archetype

Hospitaller

Not all warriors are bloodthirsty killers. Hospitaller fighters march into battle determined to bring their allies back with them. They are skilled and capable warriors, but also trained in healing, willing to serve as battlefield medics. A hospitaller is just as skilled with a needle or scalpel as they are with a sword.

Most hospitallers subscribe to a strict code, seeing combat merely as one aspect of their calling and not the whole. Accordingly, many are lawful, perhaps even most, and many are likewise good-aligned. But some hospitallers may have selfish motivations, tempered only by loyalty to their comrades - or even a mercenary impulse to get as much value from those comrades as possible.

Hospitaller Features

Fighter Level Features
3rd Battlefield Medic, Healer's Oath
7th Hospitaller's Hands
10th Medical Specialization
15th Vow of Protection
18th Heralded Healer

Battlefield Medic

When you adopt this archetype at 3rd level, you learn the rudiments of battlefield surgery. You gain proficiency with Medicine or another skill of your choice if you're already proficient. You can also use your bonus action to attempt to stabilize a dying creature with either a healer's kit or a Wisdom (Medicine) check.

Healer's Oath

Additionally at 3rd level, you gain an unwavering commitment to keeping your allies alive in battle. You gain the following benefits during combat:

  • While all of your allies are at full health, your speed is increased by 10 feet, and your AC is increased by 1.
  • The first time one of your allies drops below half its maximum hit points, all your attacks deal 1d6 bonus damage for the rest of the combat.
  • When you stabilize or heal an ally at 0 hit points, you can roll three d20's for your next attack and use the best result. This effect fades if unused after 1 minute.
  • When you use your Second Wind, you can choose to heal any creature within 30 feet of you instead of yourself.

Hospitaller's Hands

At 7th level, you further your skills in the healing arts, choosing whether to specialize in magical, surgical, or medicinal practices. Select one of the paths below:

  • Magical. You learn the spell cure wounds, with Wisdom as your spellcasting ability. You can cast it as a bonus action a number of times equal to your Wisdom modifier, regaining all uses after finishing a long rest.
  • Surgical. When you use a healer's kit on a creature, it regains hit points equal to your fighter level.
  • Medicinal. You can use a healer's kit on a creature to grant it 2d6 temporary hit points. Its speed is increased by 10 feet while it has these temporary hit points.

You can change this selection when you gain a level in this class.

Medical Specialization

At 10th level, you gain an additional benefit based on your selection for Hospitaller's Hands.

  • Magical. When you cast cure wounds with your Hospitaller's Hands feature, your next attack deals bonus radiant damage equal to the amount healed.
  • Surgical. When you make a melee attack with a dagger, you can add your Wisdom modifier to the damage dealt.
  • Medicinal. You can expend one use of a healer's kit as a bonus action to coat your weapon in poison. The next time you hit with that weapon within 10 minutes, the target takes 3d6 poison damage.

Vow of Protection

At 15th level, your devotion to your Healer's Oath strengthens.

  • While all of your allies are at full health, your speed is increased by 20 feet, and your AC is increased by 2.
  • The first time one of your allies drops below half its maximum hit points, all your attacks deal 2d6 bonus damage for the rest of the combat.
  • You gain an additional use of your Second Wind.

Heralded Healer

At 18th level, you are a master healer, even in the midst of combat. Anytime you heal a creature, it gains additional hit points equal to half your fighter level, and you gain the same amount of temporary hit points.

Hospitaller quirks

The following are some optional quirks for a player of this Domain to choose from.

d6 Quirk
1 You have a lucky scalpel you keep on you at all times.
2 You keep a variety of masks, which you wear while performing specific treatments.
3 You wear almost exclusively white, and act surprised when it gets stained.
4 You constantly lecture others about the dangers of miasma and the virtues of leeches.
5 You keep small sachets of fragrant herbs handy at all times.
6 You inventory your medical supplies every night before bed.

Change Log

v0.3

  • Reworked Vow of Protection (3rd bullet)
  • Rephrased Battlefield Medic for clarity
  • Fixed language error on Healer's Oath

v0.2

  • Fixed some typos and incidental mistakes

v0.1

  • Initial Draft!
Credits & References:

Art
  • Frontline Medic, by Willian Murai © Wizards of the Coast LLC
  • Inspiring Cleric, by Randy Gallegos © Wizards of the Coast LLC

Background Image Stains

Jared Ondricek


License

© 2025 somanyrobots, CC BY-NC 4.0


Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.


Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.


Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.