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Combat Medic

On every Plane there are times when one's prestige in arcana or faith in the gods are not enough to save men and women on the battlefield, as mages may run out of spells or clergy may lose their blessings. Sometimes one has to rely on their own skills to survive and to save the lives of others, hence the formation of Combat Medics. That is not to say that Combat Medics are men and women without magic or faith; but rather they are those who are extensively and expertly trained as physicians in practical, if not alchemical, medicine. Thus, they do not need to use magic of any sort to save a life in the field. They are but Soldiers, Sailors, Marines, and Mercenaries outfitted with not only their arms but with the knowledge and means to save the lives of their comrades in the worst of situations.

Skill Proficiencies Athletics, Medicine
Tool Proficiencies Vehicles (land & water)
Languages None
Equipment A healer's kit, a healer's insignia with rank (from your service days), a lucky charm or trophy from your service days (a rabbit foot, a small stone with a hole in the center, dagger, broken blade, piece of a banner, or you may roll for a random trinket on the Trinkets table in chapter 5 of the PHB), a set of traveler's clothes, and a belt pouch with 10gp
Lifestyle Average

Features

Feat: Field Experience

You know a thing or two because you've seen a thing or two. Your experience gives you advantage in diagnosing and treating diseases, poisons, venoms, and various toxins afflicting creatures. You also have advantage on diagnosing and treating different kinds of injuries, wounds, and traumas on injured creatures. This applies to only humanoid living, dead, and undead creatures only.  

Variant Feat: Firearms Training

Some Combat Medics have experience with firearms depending on the Plane where they are from. You may have received some during basic training in whatever company you served with. You have firearms proficiency.

Suggested Characteristics

Use the tables for either the Soldier, Sailor, Marine, or Mercenary backgrounds as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity. Your bond could be associated with the company you traveled with, or a ship you sailed on previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for being a Combat Medic as oppose to being just an average combatant in a company or on a ship with the rest of your comrades. Finally, your flaw depends on your traumas and tribulations you developed while serving in a company or on a ship in battle or a war.


Created by

Gibz0matic.

Statblock Type

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