Base Class: Rogue
In wars, injuries are inevitable, and a cleric is not always available on the front lines. In these cases, a field medic can help patch up those in need. Though not magically gifted like most healers, a field physician is just as reliable in a sticky situation.
As a field medic, you've learned the healing arts the same as any physician, though your education is accompanied by the gruesome truths of war. Your job is to keep those on the front line alive, pull them back up when they are down, or in the worst case scenarios, be the one to end their suffering humanely. You are one of the unseen, unspoken heroes of the battlefield.
First Aid
At 3rd level, you can create special herbal poultices to heal your allies.. During a short rest you can prepare herbal poultices using treated bandages and your herbalist kit to create a number of poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded creature, thereby expending its use, healing that creature for a number of d6 equal to half your rogue level, rounded down.
Bonus Proficiencies
You gain proficiency in the medicine skill and herbalism kit. In addition, you can use your cunning action to make a medicine check to stabilize a creature or to use a healer's kit.
Improved First Aid
As an action, you can expend a Poultice to end one disease or condition affecting a creature. These conditions include Blinded, Deafened, Paralyzed, and Poisoned.
Patch Up
During a short rest, you may choose one creature. You spend the short rest administering care to them. When that creature rolls their hit dice this short rest, they treat each die as having rolled their maximum. You cannot use this ability again until you have finished a long rest.
Resuscitate
You're knowledge of medicine has increased to the point you can pull a being back form the brink of death.. When an ally has died and has not been dead for more than 1 minute, you may spend an action and make a medicine check, the DC equal to 8 + the character's level if a PC or the CR if an NPC. On a success, the creature is stabilized at 0 hit points, and regains 1 hit point at the start of their next turn. You can use this a number of times equal to your wisdom modifier, and regain all expended uses after a long rest.
Previous Versions
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12/29/2019 3:40:42 AM
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1/1/2020 12:44:15 PM
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