You are a medic that travels the world to help those in need. You are trained in basic healing skills and proficient in healing magic which you use to help the injured and sick. You are always looking for the next person in need and keep your wits about you in even the most dire of cases.
- Ability Scores: Wisdom, Charisma, Intelligence
- Feat: Medic
You are very skilled at healing magic and are the first to respond to someone in need. As such you gain the following:
- Your healing spells and abilities heal for an additional amount equal to your proficiency bonus.
- Rapid Response: When someone other than you is downed or killed you can use your reaction to make your turn the next turn in the turn order and gain +10ft of movement speed. This turn counts as your next turn in combat when used. On this turn you can only use a restorative/revive/stabilize abilities, items, and spells and the dash/disengage actions for your actions/bonus actions/free actions. Any unused actions, bonus actions, free actions, or movement that is left can be used when you originally were supposed to take your turn in combat without any limitations on what you can use those unused bonus actions/actions/free actions to do. The effects of this ability will end/be dispelled when you end your turn. You can only use this ability once per long rest.
- Skill Proficiencies: Medicine and Insight
- Tool Proficiencies: Herbalism Kit
- Equipment: Choose A or B: (A) Healer's Kit, Herbalism Kit, Book (Medicine), Parchment (x4), Ink, Ink Pen, Vial (x3), Glass Bottle, 8 GP; or (B) 50 GP
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