You are a medic that travels the world to help those in need. You are trained in basic medicinal skills, herbalism, and insight. You may be proficient with healers kits or some basic supportive magic taught to you be a druid or cleric. 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: Because of your past you have either been trained in the use of a healers kit or may have gained some magical training from a druid or cleric. As such choose one of the following feats below.
[feats]Magic Initiate[/feats] (Cleric or Druid): You gain two cantrips and one level 1 spell from the Cleric or Druid spell list, and can replace them with another spell of the same level from the same list when you gain a level. You choose Wisdom, Intelligence, or Charisma as your spell casting modifier for these spells when you take this feat. You can cast these spells once per Long Rest without expending a spell slot, and can cast them again using spell slots. This feat can be taken more than once, but you must choose a different spell list each time.
Or
[feats]Healer[/feats]: When you Utilize a Healer's Kit as an action, a creature can expend one of its Hit Point Dice to heal. Your Proficiency Bonus is added to the roll. When you roll to determine Hit Points when healing with this feature or a spell, you can reroll the dice if it rolls a 1. You must use the new roll.
- Skill Proficiencies: [skills]Medicine[/skills] and [skills]Insight[/skills]
- Tool Proficiencies: Herbalism Kit
- Equipment: Choose A or B: (A) Blanket, Component Pouch, Herbalism Kit, Healer's Kit, Calligrapher's Supplies, Parchment (x4 sheets), Signal Whistle, Candle (x3), 1 GP; or (B) 50 GP
Previous Versions
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