HB Class BF Field Medic

Field Medic

Emergency Medical Technicians to Military Battlefield Medics, a Field Medic is trained to operate under pressure and unusual conditions.

Class Table

Level Proficeincy Renown Class Features
1 +2 0 Healers Touch, Long Term Care
2 +2 0 Specialty
3 +2 0 Cool Under Pressure, Treat Shock, Compartmentalize (Trauma)
4 +2 1 Ability Score Improvement
5 +3 1 Specialty Feature, Innoculations

Class Features

As a Field Medic, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Field Medic level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Field Medic level after 1st.


Armor: Light armor, medium armor.
Weapons: Simple weapons.
Tools: Medical Kit, Surgical Kit.
Saving Throws: Constitution, Wisdom
Skills: Choose Three from Animal Handling, Athletics, Medical, Nature, and Perception.


You start with the following equipment, in addition to the equipment granted by your background:
* (a) A simple Weapon or (b) a surgical kit
* a Medical Kit, Medical Scrubs (Occupational Clothing)

Healers Touch

The Field Medic’s training allows them to better heal those they treat. Add your Field Medic level to the amount of health you restore when using Medical and Surgical Kits, or providing long term care.

Long Term Care

The Field Medic is trained in bringing people back to their best condition as quickly as possible, and gives them the ability to spend a down time day providing long term care for up to their Proficiency Modifier plus their Wisdom Modifier worth of people, and can include themselves. Long Term Care


At 2nd level, the Field Medic selects a specialization. Select Combat Medic (Gain more combat abilities), Divine Healer (Divine spell caster), and Field Surgeon (health restoration and Advanced Techniques)

Cool Under Pressure

At 3rd level, the Field Medic gains the ability to ignore disadvantage to Medicine checks caused by battle field distractions like explosions and close combat.

Treat Shock

At 3rd level, the Field Medic can spend an action to make a Wisdom (Medicine) against a Save that would end the Dazed, Stunned, or Unconscious status. If there is no save given, use DC 15, success results in the removal of status.

Compartmentalize (Trauma)

At 3rd level, the Field Medic learns to compartmentalize their life. At work they see horrific things, brutal injuries, cutting into patients in order to help them, the results of twisted minds; at some point it all becomes mundane to them. The Field Medic gains advantage on Charisma (Stability: Trauma) saves.


At 5th level, the Field Medic can spend a day of downtime to research and prepare their level’s worth of inoculations against a specific type of poison or disease. First they need to succeed an Intelligence (Medicine) check based on the strength of the disease or poison to determine if they can research and produce the inoculations, and will need to pay between $50 – $2,500 based on the strength of the disease or poison. The inoculations last 24 hours. If the inoculation if for poison it grants immunity to the Poison status and Poison damage from the specific source. If the inoculation is for a disease, it grants advantage against both contracting the disease and it’s subsequent saves. Example, Spend a day of downtime preparing King Cobra poison inoculations, the group takes them and then encounters a Black Mamba, if bitten they suffer the poison damage and status effect from the Black Mamba.


Combat Medic

A combat medic is as skilled with a gun as they are with a scalpel, with a strong focus on triage and keeping themselves and their patient safe while performing surgery.

Battlefield Training

At 2nd level, the Field Medic gains proficiency in Shields and either Martial Weapons or Simple Firearms.

Combat Awareness

At 2nd level, the Field Medic can spend a bonus action after they attempt to perform a medical action to their patient, allowing both the Field Medic and the patient to gain the effects of a dodge action. A Medical Action is any action that could restore health, such as feeding someone a potion, stabilizing them with a medical kit, or performing surgery; however it must be an action and not a bonus action or item interaction.

Extra Attack

Beginning at 5th level, the Field Medic can attack twice, instead of once, whenever they take the Attack action on their turn.

Divine Healer

The Divine Healer has a strong connection with the Weave, one which they focus into healing the injured and sick. Their power, while originally linked with miracles from the gods, spring forth from their personal conviction and intimate connection to the Weave.

Empowered Arts

At 2nd level, the Field Medic gains the ability to restore some of a targets health with a touch. As an action, the Field Medic can restore health to the being they touch as long as that target isn’t undead or a construct. The Field Medic has 5 x Field Medic Levels worth of this healing that recovers every long rest.

Divine Spell Casting

At 2nd level, the Field Medic gains access to divine magic to help in their cause.
They pick spells from their list in the Bright Future Spells

Level Cantrips 1st 2nd 3rd 4th 5th
2 2 2
3 2 3
4 2 3
5 3 4 2

Spell Saving Throw: 8 + Proficiency Bonus + Wisdom Modifier
Spell Attack: Proficiency Bonus + Wisdom Modifier
Spells Known: All
Spells Prepared: Field Medic Level + Wisdom Modifier

Basic Restorative Arts

At 5th level, the Field Medic’s Empowered Arts feature gains the ability to remove the Poisoned status or remove a single disease by spending 5 points of the Empowered Arts healing power.

Divine Health

At 5th level, the Field Medic becomes immune to non-magical Diseases and gains Resistance Poison.

Intermediate Restorative Arts

At 8th level, the Field Medic’s Empowered Arts feature gains the ability to remove the Blind or Deafened status by spending 5 points of the Empowered Arts healing power.

Undying Conviction

At 8th level, as a bonus action the Field Medic can select their Wisdom Modifier worth of living targets within 30 feet of the Field Medic, these targets can no longer fail death saving throws. But still fail a death saving throw if damaged while dying.

Advanced Restorative Arts

At 11th level, the Field Medic’s Empowered Arts feature gains the ability to remove the Petrified or Paralyzed status by spending 10 points of the Empowered Arts healing power.

Field Surgeon

A field surgeon spends more time focused on medical techniques, able to perform high level surgery without an operating theater. They spend more time with the latest medical advancements than they do with weapons or armor, and tend to have more experience off the front lines than on them.

Surgeons Touch

at 2nd level, the Field Medic adds their Proficiency bonus to the amount of health they restore when using the Healers Touch ability.

Sanitary Expectations

at 2nd level, the Field Medic can minimize the risk of perform surgery outside of an operating theater, decreasing the chance of infection. The Field Medics rolls a Medicine check for any Constitution Save their patience would make to contract a disease or infection while the performing surgery on them.

Reattach Limb

At 5th level, the Field Medic gains the ability to perform surgery to reattach a lost limb with a successful DC 20 Medicine check with Surgical Tools. The limb must have been disconnected for more than an hour, or with in twelves hours if put on ice with in the first thirty minutes of dismemberment. The patient suffers disadvantage with the limb for a week, and their speed is reduced by 5 if it’s a foot or leg.

Revival Techniques

At 5th level, the Field Medic can revive someone who has been dead for no more than a minute with a DC 18 Medicine check. They’re restored to 0 health and remain unconscious until they finish a long rest. Revival Techniques does not work on targets who have been beheaded or suffered massive internal injury such as a punctured organ.
Patients revived this way suffer a – 4 to all rolls, the negative decreases by 1 every long rest.

HB Class BF Field Medic

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