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Prerequisite: Requires: Level 4, Healer feat, INT or WIS 15+, proficient with medicine, and Herbalism kit.
 

Your time patching up the injured has allowed you to know what to carry and have it when needed to keep your allies in one piece.

Requirements: Level 4+, INT or WIS 15+, proficiency with Medicine, and Herbalism Kit.

Your Medicine skill will use INT or WIS whichever is highest  

You gain expertise with the Medicine skill.

You may spend 3 hours and 30gp to upgrade a “Healer’s kit” to a “Doctors Bag”. A Doctors Bag acts as a Healer’s kit, but has 20 charges and regains 1d10 charges/hour of down time spent refilling your Doctor Bag.

The Good Doctor: The “Healer feat” feature “Battle medic” now heals up to 1 Hit Die + your Medicine modifier + proficiency bonus when using your Doctor Bag in place of a Healer’s kit.

Surgical Expertise: You may expend 4 hours and 10 charges of your Doctor Bag to attempt surgery (DC20 Medicine). This could be to reattach a lost limb or appendage, remove a foreign object from the body, etc. On a failed attempt you can not use Surgical Expertise again until you complete a short or long rest.  

Doctor (2024) Image