Artificer Specialization: Field Medic
Field medicine, or better known as first aid, is an old concept for society but a fairly new artificer tradition. A field medic is trained to administer first aid in high stress situations, utilizing both magic and medicine in order to treat injuries in the field. If needed, the field medic is also skilled at extracting their companions from danger, navigating the battlefield with care and magical support.
Medic Pack
When you adopt this specialization at 3rd level, you can perform a 10 minute ritual to designate a Healer's Kit you touch as your Medic Pack. A Medic Pack is still considered a Healer's Kit but it also gains the following properties:
- A Medic Pack can be used as a spellcasting focus.
- You can automatically stabilize a creature that has 0 hit points using your Medic Pack as an action without expending any uses.
- A Medic Pack regains all expended uses after you finish a long rest. You can also spend a spell slot as an action to refill your Medic Pack, restoring uses equal to double the spell slot level expended.
You can only have one Medic Pack at a time. You can perform this ritual again to designate a new Medic Pack or summon your current one.
Field Medic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Field Medic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Field Medic Spells
Artificer Level | Spell |
---|---|
3rd | Bless, Tenser's Floating Disk |
5th | Gentle Repose, Warding Bond |
9th | Leomund's Tiny Hut, Slow |
13th | Aura of Life, Dimension Door |
17th | Greater Restoration, Rary's Telepathic Bond |
Rescue Tech
Beginning at 3rd level, your training as a field medic grants you the following benefits:
- You gain proficiency in heavy armor.
- Your speed is not halved when carrying, dragging, or grappling willing creatures.
- When you cast Tenser's Floating Disk, you can make it 5 feet in diameter. You can also use a bonus action to command the disk to move up to 10 feet.
Field Medicine
Also at 3rd level, your training allows you to perform quick but effective medical procedures on the battlefield.
You can expend uses of a Healer's Kit to perform one of the following medical procedures:
Mend (1 use)
As a bonus action, you mend minor wounds on a creature within 5 feet of you, healing your target for 1d6 hit points. This procedure can't restore a creature's hit points above half their hit point maximum (rounded up).
Patch (1 use per Hit Dice)
You can assist a creature's natural healing during rest. When you and/or allied creatures spend Hit Dice to regain hit points at the end of a short rest, each creature you treat regains additional hit points per Hit Dice spent equal to your Intelligence modifier (minimum of 1).
Cauterize (2 uses)
As an action, you use intense flames to close the wounds on a creature within 5 feet. Your target must make a Constitution saving throw against your spell save DC, taking 1d12 + your artificer level fire damage on a failed save, or half as much on a successful one. Either way, they regain 1d6 + 2 hit points at the start of their turn for a number of rounds equal to your proficiency bonus.
If you use your Medic Pack to perform this procedure, your target automatically succeeds on their Constitution save.
Sedate (2 uses)
As an action, you administer sedatives of varying strengths on a creature within 15 feet. Your target must make a Constitution saving throw against your spell save DC. On a failed save, they are incapacitated and can only speak falteringly for 1 minute. At the end of each of their turns, affected creatures can make another Consitution saving throw, ending the effect on a success.
If you use your Medic Pack to perform this procedure, targets who fail their saving throws also have their speed reduced by 15 feet.
Remediate (3 uses)
As an action, you rapidly treat any debilitating trauma on a creature within 5 feet of you. You end one condition afflicting your target. That condition can be blinded, deafened, paralyzed, or poisoned.
If you use your Medic Pack to perform this procedure, you can choose to end the charmed, frightened, and stunned condition, in addition to the conditions you can end normally using this procedure.
Resuscitate (4 uses)
As an action, you administer a conconction of medicines to revitalize an unconscious creature within 5 feet of you. Your target regains 1d4 hit points and gains 2d6 + your level temporary hit points.
If you use your Medic Pack to perform this procedure, your target can use their reaction to stand up from prone, cast a cantrip, or make an attack.
You must have at least one free hand to perform any of these procedures.
Once a creature has been affected by your medical procedures a number of times equal to your Intelligence modifier, they can't be affected again until they finish a long rest.
First Responder
At 5th level, your training lets you react to dire situations much faster than normal healers.
When a creature within 30 feet of you takes damage that reduces their current hit point total to lower than half their maximum hit points, you can use your reaction to move up to your speed towards that creature and perform a procedure from your Field Medicine feature. During this movement, attacks of opportunity against you have disadvantage.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses after finishing a short or long rest.
Supreme Medic Pack
Starting at 9th level, you learn how to make the most out of what medical supplies you have on hand.
Your Medic Pack now has 20 uses.
In addition, when you restore hit points or hit a creature within 30 feet, you can spend uses of your Medic Pack to bolster the healing or damage, increasing it by 1d4 for each use expended.
Veteran Hospitaller
Once you reach 15th level, your knowledge and skills as a field medic are unparalleled, to the point where you can reattach or regrow limbs with some effort and your mere presence can seemingly stall death.
When a creature within 15 feet of you fails more than one death saving throw at once, such as when they roll a natural 1 on a death saving throw, they instead fail just one.
Additionally, you can spend 15 uses of your Medic Pack to cast Regenerate.
Credits
Subclass by: u/ScionofHouseIronstar
Medicine case art by: Anna Shulgina on artstation.com
Dwarf Doctor by Taras Susak on artstation.com
Medic art by: Mam BA on artstation.com