Homebrew fighter subclass: BATTLE MEDIC

BATTLE MEDIC

BONUS PROFICIENCIES When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Religion, History, Animal handling, Medicine, Survival. You also get a Herbalism kit

LIFE OR DEATH Beginning at 3rd level, you know the Decompose and Mending cantrips and the Cure wounds spell that you can cast a number of times equal to your proficiency bonus. You use Constitution as spellcasting bonus. (You can upcast Cure wounds using multiple of your proficiency bonus points after 5th level)

CURING WIND Starting at 7th level, whenever you use your Second wind you can also end either one disease or one condition afflicting you. The condition can be blinded, deafened, paralyzed, or poisoned.

MEDICAL TOUCH Also at 7th level, you can touch one creature and give them the benefits of your Second wind at the expense of it (that includes Curing wind)

HEALING ACTION At 10th level, when using Action surge you can cast Cure wounds without expending any of your uses and make a weapon attack as a bonus action afterwards

BATTLEFIELD PROTECTION
Also at 10th level, whenever you heal someone you receive half of that amount rounded down in temporary hitpoints with the maximum being two times your level plus your Constitution modifier

IMPROVED CURING WIND Starting at 15th level, whenever you use your Second wind you can also end either one disease or two condition afflicting you. The condition can be blinded, deafened, paralyzed, or poisoned.

IMPROVED SECOND WIND Also at 15th level, you can use a bonus action to regain hit points equal to 2d10 + your fighter level.

COMBAT HEALER At 18th level, you can cast Cure wounds at will as an action, bonus action or reaction (you can use your proficiency bonus points to upcast it only when its an action)