TEXT: Martial Archetype:
  Field Medic
  “The gods blessed me with hands that can kill and heal in
  equal measure. Who needs magic when you have that?” 
  —Miresha Varn, Field Medic
  Field Medics are warriors and healers trained to care for
  people under the direst of circumstances. Whether soldiers,
  civilians, or their adventuring party, Field Medics continually
  risk their own life and limb to care for the sick and wounded.
  Although their initial training is completed while assisting
  their mentor in battle, Field Medics spend their entire lives
  reading manuals, studying cadavers, and conversing with folk
  healers in order to hone their skills and further their
  knowledge. Without the gifts of spellcasting, Field Medics
  depend on their instinct, intellect, and strength of will to keep
  their allies alive and in the fight.
  Bonus Proficiency
  When you choose this archetype at 3rd level, you gain
  proficiency in the Medicine skill as well as with the herbalism
  kit.
  Outrun the Reaper
  Additionally at 3rd level, when you start your turn within 60
  feet of an ally who is below their hit point maximum, you gain
  a bonus action to Dash or Disengage.
  Physician’s Acumen
  At 3rd level, you’ve learned to apply your medical knowledge
  in ways that greatly expand the capabilities of your healer’s
  kits.
  When you use an action to expend a use of your kit, you can
  apply one of the following effects.
  Restore 1d6 + your Wisdom modifier in hit points. When
  you do this, you may expend more than one use of your kit
  at one time to restore additional hit points, but you cannot
  affect more than one creature in a single action.
  Remove one of the following conditions: blinded, deafened,
  paralyzed, or poisoned.
  Remove one level of exhaustion.
  Remove one disease.
  Surgeon’s Eye
  At 7th level, you can use your knowledge of anatomy to inflict
  precise damage on your opponents. When you successfully hit
  a creature, you can make a Wisdom (Medicine) check
  contested by the target’s Dexterity saving throw. If you
  succeed, the creature takes an extra 1d6 damage. You can
  deal this extra damage only once per turn.
  Increased Acumen (d8)
  When you reach 10th level, the amount of hit points restored
  by expending a use of your kit increases to a d8.
  Credits
  Written By ~ Jess Pendley 
  Designed By ~ Jess Pendley & Keith Pendley 
  Art By ~ Anderson Maia 
  Editing By ~ Jess Pendley
  Published by Underground Oracle Publishing under the Open
  Game License version 1.0a. Copyright 2019 Under- ground
  Oracle Publishing. All Rights Reserved.
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  Medic’s Swiftness
  Starting at 15th level, when you end your turn within 60 feet
  of an ally who is below their hit point maximum or is blinded,
  deafened paralyzed, poisoned, or unconscious, you gain
  advantage on your next initiative roll.
  Additionally, when you use your Physician’s Acumen feature,
  you can apply the effects of your healer’s kits to two creatures
  in a single action.
  Increased Acumen (d10)
  At 18th level, the amount of hit points restored by expending a
  use of your kit increases to a d10.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Martial Archetype Field Medic.pdf