TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Corpsman 
  A Corpsman might be a soldier from an army, making it 
  their duty to keep their allies alive until the fighting is over. 
  Or they might be a mercenary, treating underworld thug's 
  wounds after the latest gang battle. Corpsmen come from 
  all walks of life, but each wear a recognizable bright red 
  Crescent overlaying a Cross symbol, the universal symbol 
  of a medic. They work as healers and humanitarians in war-
  torn lands, using their combat skills to keeps their charges 
  safe and to smuggle wounded people out of warzones. 
  Wherever battles are fought, you can find a corpsman 
  tending to the wounded. 
  Fearless Medic 
  You are an expert at getting into the thick of a battle and 
  withdrawing with a wounded ally in tow. At 3rd level, you 
  gain proficiency in the Medicine skill and with the 
  herbalism kit. 
       Also, you move at full speed while dragging a willing or 
  unconscious creature. 
  Med Kit 
  At 3rd level, you have three bandages, which you can apply 
  to a willing creature other than yourself within your reach 
  as an action or a bonus action. 
       If you apply it as a bonus action, the target creature 
  regains hit points equal to 1d6 + your Wisdom modifier. If 
  you apply it as an action, the target regains the same 
  amount, plus an additional number of hit points equal to 
  half your level, rounded up. 
       A bandage is expended when you apply it. You regain 
  all expended bandages when you take a long rest. 
       At 7th level, and again at 10th and 17th level, you gain 
  an additional bandage, and each bandage heals an 
  additional 1d6 hit points. 
  Triage 
  By 7th level, you are quick to judge a creature's wounds. 
  For each creature you can see, you instantly know if the 
  creature has all of its hit points, less than half its total hit 
  points, of less than 10 total hit points. 
       Additionally, you can use your action to examine a 
  willing creature within your reach to learn the following 
  things: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • The creature's current and maximum hit points 
  • If the creature is afflicted by a curse, disease, or poison 
  • The creature's current levels of exhaustion 
  • If the creature is charmed, frightened, or possessed 
  You have advantage on Charisma (Persuasion) checks 
  made to calm or relax a creature you have examined. 
  Moment’s Rest 
  Starting at 10th level, you treasure any moment's rest you 
  can to patch up your allies. Once per day, when you and up 
  to 6 allies take a short rest, each willing creature you 
  choose regains hit points equal to your level. 
  Adrenaline Shot 
  Starting at 15th level, you keep a single shot of adrenaline 
  in your med kit. When a creature has died within the last 
  minute or fallen unconscious, you can inject it with an 
  adrenaline shot. The creature regains consciousness and its 
  hit points become 10, if it had fewer. 
       Once you use this ability, you can't use it again until you 
  finish a long rest. 
  Fortifying Elixir 
  At 18th level, you can use your action to administer a 
  restoring potion to yourself or one creature within your 
  reach. For 1 minute, the target has resistance to 
  bludgeoning, slashing, and piercing damage, and regains 
  1d6 hit points at the beginning of each of its turns. 
       Once you use this ability, you can't use it again until you 
  finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Corpsman.pdf