Temple Medical Healer (Monk) Image

 You were raised in a temple, where worship of a deity was secondary to worship of the body and soul of a person.  Taken in as a youngling, given over to the service of the temple by your parents (for whatever reason), you have been raised in the ways of your inner power and how you can apply it to life.  You have spent years studying the body, mind, and soul and how they connect and how they heal, for the soul purpose of putting that knowledge to use. 

Not everything needs a cleric, as your temple has learned. Your order has decided to send you out in the world to gain practical knowledge on the healing of true combat wounds. Go, learn, gain strength and return when you are ready. Your gear is packed, you have everything you need, but not a bit more. You are to earn your own way out in the world. A world where combat is more common then peasants.

 

 

 
Skill Proficiencies: You were raised in the temple to handle the bumps and bruises that occur during training. You were taught how to clean, apply salves and bandage wounds. Additionally you were taught how to make those salves and where to find the herbs needed in the wild. You are proficient in both Medicine and Survival.
Tool Proficiencies: As part of your training you have learned how to make the potions and salves use in medicine and healing. You have also learned how to use the tools designed to assist in healing. You have proficiency in both the healers and the herbalist kits. As well has have memorized most healing salves and antivenoms.
Equipment: The temple has sent you out with very limited resources, you have only your healers kit, your herbalism kit,  a mess kit and the clothes on your back. You will have to find, make or earn anything else you need. Good thing you have a marketable skill welcome pretty much everywhere!
 
Feature: Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
 
Suggested Characteristics

Temple healer's are shaped by their temples ideals, the subjects they study and the practical experiences provided in that limited association. They are self aware, but not always socially aware and may fail to pick up on social cues others have learned to navigate in a more broad social experience. They are single minded, and sure of how to do what is needed, but may not think to or know how to express that to others.

d8 Ideal
1 Cold - You have hardened your heart to loss. Too many have died in your hands for you to truly care about the person under your care. Your only concern is there is a wound that needs your treatment.
2 Thrill - You live for the thrill of yanking a person from the brink of death, and that thrill is what pulls you to the next patient, and the one after that.
3 Precision - Everything must be done just right, every time in order to save one life after the next. Your life is about regimented precision in all aspects of your life.
4 Rescue - No man left behind. You cannot pass a wounded creature with out stopping to help.
5 Guard - Defend the defenseless. You have to stop coup de grace kills, every time. If they can survive your ideal is that they must be given that chance,
6 Conserve - Waste not a life. Why kill when you can capture, and why kill when you can make suffer. Not every combat must end in death.
7 Mercy - Grace in all things. You give a person the grace to live, if they choose, but the grace to die as will.
8 Sacrifice - You have have sacrificed you time, knowledge, and safety on many occasions, for the hopes of saving a life. and you would do so again, and again.
 
 
Contacts

Every person you have healed from a grave wound is your life long friend. There have been quite a few. From the soldier with the perforated lung to the silly noble that got tossed racing his horse, Man that concussion had to have sucked. Every one of them can be turned to ONCE for a material need, a matter of influence, or shelter from a storm.

d4 Contact
1 You have healed a wealthy merchant, and can go to him for funds under 50gp
2 You have treated a scholar and can turn to him for information on a topic you don't understand
3 You have saved the life of a Noble, and can ask for a letter of introduction to other nobles or organizations
4 You have handled the recovery of multiple soldiers, and can turn to their commander for sanctuary once.
 
Temple Medical Healer (Monk) Image

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