Epicpen Image
Prerequisite: You need to have an intelligence score of 13 or higher and know the proper recipe to refill this device. Using it has no prerequisites.
 

You created a clever device that can save a life. If a humanoid is unconcious, you can inject the contents of this syringe to get them going again in a whiff.
Doing so will give them 1d8 HP and will allow them to use their original walking speed as a reaction immediately after you jabbed them.
Possible side effects include palpitations, trembling, nervousness, and sweating.

For 3 rounds after the injection, the person saved will gain the effects of a haste spell: 
Their speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns.
That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
After that, they can't move or take actions until after their next turn, as a wave of lethargy sweeps over them.

Provided you have the needed ingredients, you can refill (and sterilize) the syringe during a long rest. The Epicpen does not work on humanoid constructs or undead (Warforged, Dhampir, etc.) The ingredients may vary and can be extracted from certain rare plants, animals or monsters (as your DM sees fit)

Epicpen Image

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