Homebrew Feat
You gain the following benefits.
Improvise Diagnose. Whenever you roll a die to medicine check, you must roll 1d4 if the result is Odd then add with your INT modifier and If its Even then substract with your INT modifier. After that, if your medicine check roll result is 1-4 you will give the most Absurd Improvise Diagnose and Suggestion like "Ahh this is just a scratch, if we just pour a salt water or some acid. It will fasten the healing process" or etc (you can ask your DM).
Improvise Surgeon. If you have a Healer’s Kit [Tooltip Not Found], you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. You can heal the creature by that tools by doing some surgery. The creature must roll CON saving throw, the result of your dice will follow this rules :
1-3 = You completely misinterpret the procedure, and instead of fixing the injury, you accidentally remove the wrong organ. The patient immediately passes out, taking 2d4 damage (luckily, they're not dead). You assure them you'll "be more careful next time," but they’re not convinced.
4-6 = Instead of making a clean incision, you accidentally stab the patient somewhere completely wrong. The patient suffers 1d4 damage, and everyone in the room looks horrified. They still thank you because, hey, you’re a divine healer, right?
7-10 = In your attempt to "speed up" the process, you overheal the patient. The injury seems healed, but the patient suddenly feels rigid and stiff, almost like they were “patched together too quickly.” They now suffer disadvantage on all Dexterity checks for the next hour.
11-13 = A divine light shines from your hands and, suddenly, the operation goes surprisingly smoothly. The patient feels better than expected, and they get +2 AC for the next hour, convinced that they’ve been healed by divine powers.
14-15 = Instead of fixing the correct injury, you somehow find a completely unrelated organ and perform unnecessary work. The patient is uncomfortable and feels a weird sensation, but there’s no lasting damage. They’ll live... though they’ll probably ask for a second opinion. They even gain a +1 bonus to Strength for the next hour. They now believe wholeheartedly that you are a divine miracle worker.
16-18 = The surgery goes smoothly, but something extraordinary happens: your divine energy doesn’t just heal the wound, it enhances the patient’s vitality. The patient feels incredible and gets advantage on their first saving throw in the next session. They now view you as their personal divine healer.
19-20 = Against all odds, the surgery goes flawlessly. The patient is healed completely and feels stronger, healthier, and even more youthful than before. They are so impressed by your divine skills that they now have advantage on all Charisma-based checks when interacting with you for the next 24 hours.
After that, the creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
Clumsy Healing. When you heal a creature using Healing Word or Cure Wounds, there is a small chance you make a mistake in the process. After you roll for healing, roll a d6. If you roll a 1-2, your healing has an unintended effect: instead of healing, you accidentally cause 1d4 damage to the target. This could be due to misplacing your hands, using the wrong salve, or applying pressure to the wrong spot!
The damage could affect either an ally or an enemy, depending on the situation. The DM can also add humorous or situational effects, such as causing the target to feel a bit more “uncomfortable” than they should, or making a ridiculous noise that distracts everyone.
Trust Me I'am a Doctor. Everyone will see you as a doctor because your charismatic aura. You gain advantage to deception check.
Adapted Doctor. Your body adapted againts your patient disease, so you gain resistance againts poison and immune to any disease.
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