War Medic (5e Subclass)
War Medic[edit]
Fighter Subclass
In the heart of battle, where steel clashes and the air sings with the cries of the fallen, there walks a guardian whose strength lies not just in arms but in the power to preserve life amidst destruction. They are the War Medics, warriors of rare courage and compassion, whose presence turns the tide not merely through force, but through the hope and resilience they instill in their comrades.
Clad in armor that bears the scars of countless skirmishes, the War Medic moves with purpose, a beacon of determination and healing light on the battlefield. With a healer's touch and a fighter's heart, they navigate through the chaos of war, sealing wounds with bandages as quickly as they open them with their blade. To witness a War Medic at work is to see the fine balance between life and death, as they snatch their allies from the jaws of defeat and stand defiant in the face of overwhelming odds.
Their path is one of contradiction—harbingers of healing in an arena designed for destruction. Yet, it is this very paradox that defines them, for in their hands, the line between the end and a new beginning is drawn not with ink, but with blood and bravery. In the darkest moments, when hope seems but a flicker, the War Medic stands steadfast, a testament to the enduring spirit of those who fight not just for victory, but for the lives of those who stand beside them.
- Combat Triage
Starting at 3rd level, you have honed your skills in assessing and addressing wounds quickly on the battlefield. Your rapid response and medical expertise allow you to stabilize and heal allies in the heat of combat. You gain the following abilities :
- Battlefield Medic : You gain proficiency with the Medicine skill if you don't already have it. Additionally, you can use a bonus action to stabilize a creature or administer first aid, allowing a creature to regain hit points. Once you use this feature to make a creature regain hit points, you can't use it again on that creature until you finish a long rest.
- Swift Aid : You learn a specialized technique that lets you offer immediate, though temporary, relief to an ally's injuries. As a bonus action, you can touch a creature and grant it temporary hit points equal to 1d10 + your Fighter level. This ability can be used a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Tactical Assessment : Your experience in the chaos of battle allows you to quickly evaluate who needs the most urgent care. You can use your action to assess one creature within 30 feet of you, learning information about their current hit points, any conditions affecting them, and whether they have any poisons, diseases, or other maladies. This knowledge helps you make informed decisions about whom to aid and how.
- Emergency Maneuvers
At 3rd level, you've mastered several emergency techniques that allow you to protect and swiftly move your allies out of harm's way, reflecting your dedication to preserving life even in the midst of danger. You gain the following benefits :
- Quick Extraction : When an ally within 5 feet of you falls unconscious or suffers from a critical condition (as determined by the DM), you can use your reaction to quickly move up to half your speed while dragging or carrying the ally with you. This movement does not provoke opportunity attacks.
- Protective Response : You've learned how to shield your allies from imminent threats. If an ally within 5 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or a melee weapon to use this feature. After using this feature, you can't use it again until you start your next turn.
- Field Awareness : Your keen senses and tactical awareness allow you to position yourself where you are most needed. You can give up your movement on your turn to instead move an ally within 5 feet of you up to half their speed. This movement does not provoke opportunity attacks and can be used to strategically reposition an ally without using their own movement, allowing them to focus on attacking or using special abilities.
- Advanced Medical Training
By 7th level, your experiences treating wounds and ailments in the midst of battle have significantly enhanced your medical expertise and your ability to respond to various conditions. This advanced training provides you with the following benefits :
- Improved Healing Techniques : Your ability to heal others becomes more efficient. Whenever you use a healer's kit to stabilize a creature or grant them hit points, the creature regains additional hit points equal to your Wisdom modifier (minimum of 1). Furthermore, you can use your Combat Triage feature to make a creature regain hit points without expending its once per long rest limitation, a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Condition Mitigation : You've learned techniques for quickly mitigating certain adverse conditions. As an action, you can touch a creature and end one of the following conditions affecting it: blinded, deafened, paralyzed, or poisoned. After using this feature, you can't use it again until you finish a short or long rest.
- Rapid Response : Your speed increases by 10 feet when you are not wearing heavy armor. This increase represents your ability to quickly move across the battlefield to reach those in need. Additionally, when an ally within 30 feet of you takes damage, you can use your reaction to move up to your speed toward them without provoking opportunity attacks. This movement must end closer to the ally than where you started.
- Battlefield Surgeon
At 10th level, your skill in emergency medicine reaches new heights, allowing you to perform surgical interventions and life-saving procedures with the precision and calm necessary on the battlefield. This expertise grants you the following abilities :
- Surgical Precision : You gain the ability to perform quick surgical interventions on the battlefield. As an action, you can touch a creature and remove one of the following effects: a disease, a condition caused by a critical hit (such as a lingering injury), or a condition afflicting the creature for 24 hours or more. This feature cannot be used on the same creature more than once per long rest.
- Critical Care : Your understanding of anatomy and emergency care allows you to maximize your healing on critically wounded allies. When you use a healer's kit to stabilize a creature or when you use any feature that allows a creature to regain hit points, if the creature has 0 hit points, they regain additional hit points equal to 2d10 + your Fighter level. This feature can only be used on a creature once per long rest.
- Life Saver : You've mastered the art of keeping your allies in the fight, even when they're on the brink of death. When an ally within 60 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to allow them to immediately regain hit points equal to half their hit point maximum. Once you use this feature, you cannot use it again until you finish a long rest.
- Master of Triaging
At 15th level, your mastery of battlefield medicine is unparalleled, allowing you to efficiently allocate your resources and provide critical support to your allies when they need it most. This mastery grants you the following abilities
- Enhanced Emergency Response : Your quick thinking and decisive action in the face of danger make you even more effective at saving lives. When you use your Swift Aid feature to grant temporary hit points to an ally, the temporary hit points granted are increased to 2d10 + your Fighter level.
- Life-Preserving Aura : You exude an aura of healing energy, bolstering the vitality of those around you. Allies within 10 feet of you gain resistance to necrotic damage and advantage on death saving throws.
- Triage Tactics : You've learned to prioritize your healing efforts to maximize their impact on the battlefield. Once per turn, when you use your Combat Triage feature to make a creature regain hit points, you can choose to have the healing amount rolled twice and take the higher result.
- Guardian Angel
At 18th level, you become a paragon of healing and protection, a true guardian of life on the battlefield. Your profound commitment to preserving the lives of your comrades grants you the following powers :
- Aura of Vitality : Your presence on the battlefield is a bastion of healing energy. You emit an aura with a 30-foot radius centered on you. Allies within this aura, including yourself, regain hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns. This aura does not restore hit points to unconscious allies.
- Defibrillate : You gain the ability to bring allies back from the brink of death. As an action, you can touch a creature that has died within the last minute. That creature returns to life with hit points equal to half their hit point maximum. This feature can't return to life a creature that has died of old age, nor can it restore any missing body parts. Once you use this feature, you can’t use it again until you finish a long rest.
- Unyielding Protector : Your dedication to saving lives strengthens your resolve to stand firm in the face of adversity. You gain advantage on saving throws against effects that would incapacitate you, and you cannot be moved against your will by spells or other magical effects.
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