Fighter: Medic

Original Source: Original Homebrew

Medic Technique

3rd-level Medic feature
When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: Juggernaut, Nemesis, or Teamwork. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.

Combat Medic

3rd-level Medic feature
At 3rd level, you are an expert at administering aid in the heat of battle. You are proficient in Medicine, and you gain the Healer feat.

Fireman Carry

3rd-level Medic feature
You can salvage allies from harm’s way. Also at 3rd level, your movement speed is not reduced while grappling a willing or unconscious creature that is your size category or smaller. You can grant half cover to any creature you are grappling, and you can use your reaction to have an attack target you instead of that creature.

Improved Healer

7th-level Medic feature
Your skills as a healer have improved greatly. When you restore hit points as an action with the Healer feat, the amount of hit points restored becomes 1d6 times your proficiency bonus + your proficiency bonus + additional hit points equal to the creature's maximum number of hit dice or your hit dice, whichever is higher.

When you use this ability on a creature, you can reduce the healing by 1d6 to end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Triage

7th-level Medic feature
At 7th level, you are adept at identifying illnesses and being where you need to be when you need to be there. Before your turn begins, you can choose to delay your turn anywhere later in the initiative order. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Additionally, over the course of 1 minute, you can run quick tests on a willing living creature and make a DC 10 Wisdom (Medicine) check. On a success, you learn one of the following facts, plus an additional fact for every increment of 5 you exceeded the DC by.

After you have used this ability on a creature, you cannot do so again until 24 hours have passed.

Field Medicine

10th-level Medic feature
You can use your combat training to instead render aid on the battlefield. When you take the Attack action, you can forgo making an attack to administer a potion, antidote, or other beneficial consumable item to yourself or a creature within your reach. You may draw this item as a part of the same action.

It's Not That Bad

10th-level Medic feature
You've seen a lot of gruesome injuries over the years, and you know how to care for many injuries that would otherwise be debilitating. When a creature within 30 feet of you suffers a Lingering Injury, suffers System Shock, or would suffer an ill effect as a part of being reduced to 0 hit points by a spell or ability, you can use your reaction to cancel the effect.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Defibrillator

15th-level Medic feature
You can bring creatures back from the brink of death. As an action, you can expend 10 uses of a Healer's kit to attempt to bring a creature you touch that has died within the last minute back to life. On a successful Quick Resurrection check using your Intelligence or Wisdom, that creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Evacuate the Fallen

15th-level Medic feature
By 15th level, you have a sense for when your allies are in grave danger. When a friendly creature within a number of feet equal to half your movement speed is attacked, and they have no more than half of their hit points, you can use your reaction to move directly towards that creature, ending in a space within 5 feet of the creature and grapple the creature. If you do, the attack targets you instead.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Symbol of Mercy

18th-level Medic feature
You are a bringer of succor and healing on the battlefield, and even your foes pause before striking at you. Hostile creatures deal half damage to you unless you have attacked, damaged, or taken other hostile actions against them in the last 24 hours.