Prerequisite: You must possess a Wisdom ability score that is equal to or greater than 12.
This is a feat that your DM may allow you to take after you have worked for it through roleplaying efforts, usually by being trained by someone already proficient in the skill over a period of time in game. You need to have spent time in game, or during "downtime," under the tutelage of someone proficient with this skill, guiding you in a training course that works toward the desired outcome.
You have learned, through study and example, how to treat injuries that others may receive while in combat.
- Taking this feat, your Wisdom ability score will increase by 1, to a maximum of 20. You also gain proficiency in Medicine and the Healer's Kit.
- As an action, you can spend one use of a Healer's Kit to tend to a wounded creature giving them (1d4+2) temporary hit points. These will last until damage is taken by the individual, or until they take a long rest.
- Because you are more aware of attacks while in combat, your AC has a +1 bonus while you are attending to someone who is injured.
- After a long rest you may spend one hour preparing or resupplying from available supplies a healer's kit with a number of uses equal to your wisdom modifier +1. (Min 2)
- You have advantage on Medicine checks that involve wounds one might receive from a weapon.
Previous Versions
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8/3/2026 2:13:07 AM
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13
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5
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1.0
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Coming Soon
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