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.
- You gain proficiency in medicine.
- Administering a healing potion to an unconscious ally is a free action, but you can only use this feature once per round.
- As a bonus action, you can wrap your wounds in bandages, administer pain killers, antivenoms or medicine to yourself, healing up 2d6+4 or attempting to cure yourself of poison, or some other ailment. This action can only be used once a minute, only while in combat and requires one use of a healer‘s kit. The DM may require a saving throw or ability check to cure you of ailments aside from injury.
Previous Versions
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11/6/2019 2:05:16 AM
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