You become proficient with the Medicine skill. If you are already proficient, you have expertise with it.
When you would regain hit points from rest, you always gain the maximum amount available from each hit die you spend. Also, you are able to spend the duration of a short rest seeing to it that someone else also regains the maximum amount of hit points in the same way, as well as having advantage on stabilizing someone who is unconscious.
You may spend a short rest searching for natural herbs and remedies to replace charges of a medical kit. To do so, make a nature check. Starting at a DC of 5, each time you successfully replenish a charge, the DC increases by 5; resetting at the end of the day.
You may also expend a single charge for a medical kit:
- seeing to it that someone, yourself or someone else, can resolve 2 points of exhaustion where they would normally only resolve one. Or one point in half the time over the course of a long rest.
OR - as a reaction, when you heal someone by means that is not a spell, such as with the healer feat, a mechanic related to your subclass, or by other similar means, you may expend a number of charges up to ½ your proficiency bonus (rounded up) to add an additional d8 per charge expended to the result of the healing rolls received.
Previous Versions
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8/14/2022 5:58:17 PM
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