Ability Score Increase. Increase your Intelligence or Wisdom score by 1 to a maximum of 20.
Do No Evil. Your Medicine bonus increases by 1.
Think No Evil. You have Disadvantage on all Intelligence (History) checks made to recall information.
Diagnosis. Additionally, by touching a potion or liquid, you know if it is chemically dangerous or harmful, but not exactly how. So long as you are not Unconscious, you have Advantage on saving throws to resist the effects of such tonics. If you succeed by 5 or more, you know the harmful mechanical effects of the potion or liquid.
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