Principle of the War Medic
Tacticians following the Principle of the War-Medic despise senseless death. As such, these individuals specialize in medicine and keeping their allies alive. They may not be the best in wielding the blade, but they are adept in guiding it to win the fight with the least bloodshed.
Peerless Aid
When you choose this principle at 3rd level, you are an adept in making sure your allies stay healthy. You gain proficiency in the Herbalism kit and Medicine skill.
Rejuvenating Tactics
Also at 3rd level, your strategies come with restorative benefits to your allies. Whenever you finish a long rest, you can craft a number of healing tonics equal to 1 + your level in this class. These tonics last until the end of your next long rest.
When using your Strategic Action feature or a combat tactic on a creature, you can use a healing tonic to restore 2d4 + half your class level worth of hit points to that creature.
Symbol of Health
At 6th level, your body is resilient against afflictions that may come your way. You gain resistance to poison damage, and have advantage on saving throws against being poisoned. Additionally, you become immune to diseases.
Force of Mercy
Starting at 10th level, you can instill a sense of peace and nonviolence in others. As an action, you can force a creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failure, they have disadvantage on any attack rolls they make for the next minute, and creatures have advantage on saving throws provoked by this target.
Each time the target takes damage from a hostile creature, they can reroll this save, ending it early on a success.
Once you have used this feature, you can't do so again until you finish a short or long rest.
Master Stratagem
Starting at 14th level, you learn one of the following stratagems, which you can perform once per long rest.
- Death will not take you Today! As an action, choose a creature that you can see within 90 feet of you. For the next minute, Whenever they would regain hit points or temporary hit points, treat any dice rolled made to regain hit points or gain temporary hit points as having rolled their maximum value for that creature.
- Let the Beyond guide your Hand! Whenever a creature you can see within 120 feet of you would fall to 0 hit points, you can use your reaction to make them instead fall to 1 hit point and gain a number of temporary hit points equal to your levels in this class. The target of this tactic can then immediately make a weapon attack against the creature, if any, that brought them to 0 hit points.
- Let Blood spill another Day! As a bonus action, choose a willing creature you can see within 30 feet of you. For the next minute, they deal additional damage equal to your intelligence modifier. Any creature they bring to 0 hit points are immediately stabilized until damaged again or brought to 1 hit point.
War Medic Tactics
Don't Die Yet!
Prerequisite: Principle of the War Medic
As a bonus action, choose a willing creature that can see or hear you and is within 30 feet of you. Until the end of your next turn, the area 15 feet around them is considered difficult terrain to hostile creatures, and any hostile creature that starts its turn in this area has its movement halved.
At 11th level, this area increases to 30 feet.
Empowered Remedy
Prerequisite: Principle of the War Medic
When you take the attack action on your turn or ready the attack action, you can forgo one of your attacks and instead choose a willing creature, other than yourself, that can see or hear you and is within 40 feet of you. That creature can immediately make a weapon attack. Hit or miss, that creature can then move their movement away from their target. This movement does not provoke attacks of opportunity from the target of the attack.
At 11th level, the range of this tactic increases to 120 feet.
Escort the Wounded
Prerequisite: Principle of the War Medic
As a bonus action, choose a willing creature that you can see within 60 feet of you. That creature can move up to their speed towards an unconscious creature. If they finish their movement within 5 feet of the target, they pick up the unconscious creature and can immediately move up to their speed away. Upon finishing this movement, they place the unconscious creature onto an unoccupied space within 5ft of them. Both of these movements do not provoke attacks of opportunities.
At 11th level, the target creature can move up to double their movement.
Placebic Healing
Prerequisite: Principle of the War Medic
As a bonus action, choose a willing creature that you can see within 30 feet of you. Until the end of your next turn, that creature gains a number of temporary hit points equal to double your level in this class. If the target of this tactic would lose all of these temporary hit points by the start of your next turn, they can't be targeted by this tactic again for the next 24 hours.
At 11th level, the range of this tactic increases to 90 feet.
Push Through the Pain
Prerequisite: Principle of the War Medic
As a bonus action, choose a creature that can see or hear you and is within 60 feet of you. If that creature would be currently under the effect of one or more conditions, these conditions are suppressed until the end of their next turn.
At 11th level, this tactic’s range increases to 120 feet.

