First Responder Image
Prerequisite: Requires the Healer feat
 

You are the first one to arrive, the first one to act, and the first one to react whenever your fellow teammates are hanging by a thread. You are the first responder that moves when others stay still. When you take this feat, You now have access to a First Responders Kit. Your First Responders Kit has 10 "Response" that can be expended to perform the following:

Tourniquet. You can use an action to heal your allies. Expend any number of Response to tend to a creature you can touch. That creature regains hit points equal to the total rolled on a number of d6 equal to Response expended, plus your proficiency bonus. This action can be taken a number of times equal to your proficiency bonus.

Versed. At the start of your turn, you can expend 2 Response to create a potent salve that can be applied to a weapon or ammunition. It stays on the weapon for 1 minute and is expended upon hit. The next time a creature is hit by that weapon, the target must make a Wisdom saving throw with a DC of (8 + proficiency bonus + Constitution modifier), or alternatively your Spellcasting DC. On a failure, the target is affected by the Calm Emotions spell for 1 round. You can expend an additional 1 Response point when creating the salve to extend its potency, allowing the effect to last for 1 minute. When under the effect for 1 minute the creature can repeat the save at the end of its turn.

Defibrillator. When an ally within 5 feet of you is making death saving throws, you can use your bonus action and expend 1 Response to jolt them back up, healing the ally by 1d6 + proficiency bonus. If you expend one additional Response, you can also grant that ally an immediate surge of adrenaline, allowing them to use their reaction to make one weapon attack against a creature within range.

Stethoscope. As a free action you can expend 1 Response to quickly discern what ails a creature. Until the end of your next turn, you can detect any poisons, diseases, or charms affecting one creature within 60ft. Additionally, you can touch the creature using a bonus action and make a DC 10 Medicine check to successfully neutralize one of the conditions affecting the target. On a success, the affliction is removed. If the affliction was originally contracted by failing a saving throw against a specific effect or spell, the DC for this Medicine check instead equals the DC of the original effect. If 3 Response is used, the DC remains 10, and any and all charms, poisons or diseases are wiped from the creature. 

As a bonus action, you can take a healers kit and pour it into your first responders kit, doing this refills 1d4 plus your proficiency bonus Response. You may also gain 1 Response by rolling a natural 20 on a Medicine check.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2026 1:58:04 AM
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8/9/2026 2:01:03 AM
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8/9/2026 5:42:08 PM
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8/9/2026 5:52:18 PM
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First Responder Image

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