Combat Medic

Battlefield healers, a combat medic keeps their allies standing, not just with spells but by fighting where the battle is thickest. Combat Medics focus on using magic for preventing, healing off, and avoiding damage to supplement their battlefield prowess.

Spellcasting

Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 -- -- --
4th 2 4 3 -- -- --
7th 2 5 4 2 -- --
8th 2 6 4 2 -- --
10th 3 7 4 3 -- --
11th 3 8 4 3 -- --
13th 3 9 4 3 2 --
14th 3 10 4 3 2 --
16th 3 11 4 3 3 --
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips

You start with 2 cantrips from the cleric spell list. At level 10 you learn another cantrip from the cleric spell list.

Spell Slots

The Combat Medic Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known

You know three first 1st-level spells of your choice from the combat medic spell list.

The Spells known column of the Seer Spellcasting table shows when you learn more combat medic spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn on enew spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the combat medic spells you know with another spell of your choice from the combat medic spell list The new spell must be of a level for which you have spells slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your combat medic spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a combat medic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a shield as a spellcasting focus for your combat medic spells.

Spontaneous Healing

You have trained to mix healing into even the smallest of openings. As a bonus action, you can restore 1d6 hit points to a creature within 15 feet. When you score a critical hit or reduce a creature to zero hit points, you can use this feature as part of the same action.

You can use this ability a number of times equal to your Wisdom modifier (minimum of once) and regain all uses at the end of a long rest.

Field Healer

At 7th level, you gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Insight, Perception, or Survival.

Your proficiency bonus is doubled for any ability check you make that uses Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature.

Healing Kicker

Starting at 10th level, you can imbue your spells and Healing Kicker with additional power, preventing your healing from being undone.

When you cast a spell of first level or higher or use your healing kicker, you can use a bonus action cast an additional spell on one target of the spell or healing kicker without expending a spell slot, requiring material components, using your concentration, or needing to know the spell. Unlike a usual casting of such a spell, the spell ends at the start of your next turn.

You can cast false life, resistance, and sanctuary in this manner.

Quick Healing

From 15th level, whenever you can make a Medicine (Wisdom) check as a bonus action, as long as you would typically be able to make the check as an action instead.

Greater Healing Kicker

Starting at 18th level, your insulating casting becomes stronger. When you use your Insulating Casting feature, you can apply a second spell from your insulating casting spells to your target (no action required by you). This does not change the duration of the effects.

1st Level
  • Alarm
  • Bless
  • Comprehend Languages
  • Cure Wounds
  • Detect Poison and Disease
  • False Life
  • Feather Fall
  • Floating Disk
  • Fog Cloud
  • Goodberry
  • Grease
  • Healing Word
  • Heroism
  • Inflict Wounds
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Sanctuary
  • Sleep
  • Unseen Servant
2nd Level
  • Aid
  • Arcane Lock
  • Barkskin
  • Calm Emotions
  • Enhance Ability
  • Gentle Repose
  • Heat Metal
  • Knock
  • Lesser Restoration
  • Misty Step
  • Prayer of Healing
  • Protection From Poison
  • Rope Trick
  • Skywrite
  • Warding Bond
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Create Food and Water
  • Erupting Earth
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Protection From Energy
  • Remove Curse
  • Revivify
  • Sending
  • Tiny Servant
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Dimmension Door
  • Fadricate
  • Freedom of Movement
  • Stoneskin

Made by Sandmote from Giant in the Playground