Origin Feat
You gain the following benefits:
Combat Disease: You get Advantage on saving throws against Diseases and you can Help others in their saving throws against Disease. You can allow a number of creatures equal to your proficiency bonus to roll a saving throw to end their Disease during Long Rests
Recuperate: Any willing creature you spend a Short Rest tending to regains Hit Points equal to your proficiency bonus and removes 1 level of Exhaustion. You can only tend to one person per Short Rest but it includes yourself. As you are trained, you can still get the normal benefits of your Short Rest, even when tending to someone.
Restrain the delirious: You have seen many a raving madman and help constrain their folly. If any creature within 5ft of you is Charmed or Frightened, you can use a Reaction to restrain them by grappling them or tacking them to the ground. If you are trying to Grapple them through this feat, you can add your Wisdom modifier to the Grappling DC. If you tackle them to the ground through this feat, both you and the target become Prone and the target's speed is reduced to 0. You cannot tackle someone if you are Prone.
Tend to the ailing: You are a skilled nurse and know how to ease the pain and help the sick. You can use the Help action for any character within 5ft of you to give them advantage on any Constitution saving throw or any saving throw to end the Incapacitated, Paralyzed, Poisoned or Stunned conditions. If there are none, you offer the inflicted creature a Constitution Check (without advantage) to remove it at the start of your turn.
After following an order of Knights Hospitaller, you are now used to tending to the wounded. You are what resembles the most a nurse and that does include restraining and keeping onlookers out of your healing room.
Previous Versions
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7/26/2026 10:46:14 AM
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10
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1
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Coming Soon
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