You are trained in battlefield triage, emergency care, and keeping allies alive when everything has gone stupid.
Field Treatment. You can use a healer’s kit as a bonus action to restore hit points to a creature you can touch. This expends one use of a healer’s kit.
The creature regains hit points based on your character level:
1st–4th level: 1d6 + your proficiency bonus + your Medicine modifier
5th–10th level: 2d6 + your proficiency bonus + your Medicine modifier
11th–16th level: 3d6 + your proficiency bonus + your Medicine modifier
17th–20th level: 4d6 + your proficiency bonus + your Medicine modifier
Emergency Stabilization. When you stabilize a dying creature with a healer’s kit or a successful Wisdom (Medicine) check, that creature instead rises to 1 hit point and gains temporary hit points equal to your proficiency bonus.
Not Today. When a creature you can see within 30 feet would be reduced to 0 hit points, you can use your reaction to prevent it from dropping below 1 hit point. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Practical Medicine. As an action, you can make a DC 15 Wisdom (Medicine) check to treat one creature you can touch. On a success, you cure or end one mundane poison, bleeding effect, or mundane disease affecting that creature. This does not cure magical disease, curses, supernatural poison, monster-specific supernatural infections, or anything the DM decides is beyond normal medicine.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/8/2026 1:50:46 PM
|
0
|
1
|
1.0
|
Coming Soon
|
Comments