You have rigorously aided in healing others on a large spectrum scale from, possible work as a physician and person of the cloth, allowing you to mend wounds quickly and efficiently and get your allies back in the fight, bestowing hope and vitality. Choose any number of creatures within a 20 foot range, centered on you. Each target has advantage on Wisdom Saving Throws and Death Saving Throws. A target that is healed by you regains the maximum number of hit points possible from any healing you give to it a number of times equal to your Proficiency Modifier. You also gain the following benefits:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1d4 Hit Points plus your Proficiency Modifier.
- You gain Expertise with the Medicine skill. As an Action, you can spend one use of a Healer's Kit (or Herbalist's Kit) for 1 hour to tend to a creature and restore 2d10 + your Proficiency Modifier + 10 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 Long Rest.
- You now know the Cure Wounds spell and can cast the Cure Wounds spell at 5th level to you or any targeted creature you can see within 120 feet once per Long Rest freely, requiring no Action or Bonus Action to perform.
- Increase your Increase your Intelligence, Wisdom, or Charisma score by 2 to a maximum of 30.
- When you are prone, standing up uses only 5 feet of your movement.
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