As a level 2 Cleric, how often will I be faced with a Medicine check? And how would I be able to use my Medicine?
Short answer:
depends on your party and how quickly they kill or don’t immediately kill things.
how quickly they trigger traps or ambushes.
How quickly they flee scenes after people get hurt or they hurt people.
etc.
but usually, you can find ways to get a medicine check in once-twice a session if you commit to doing it.
quest from a sketchy guy, and all of a sudden he seems more nervous. “Does the guy appear more nervous due to some physical reason? Does he look like he was beat up or tortured or drugged?” Kinda things.
your DM will work with you so the medicine proficiency doesn’t feel completely useless.
but the “normal” useage. Will be to determine how injured or dead things/people are.
Xanathar’s guide has rules for creating a potion of healing, if that’s what you mean by making a medicine. But it’s nothing to do with the medicine skill. You need proficiency in herbalism tools.
Proficiency in an herbalism kit lets you add your proficiency bonus when identifying plants and herbs. I’d think, since the rules specifically say you can use it to make a potion of healing, that if you are proficient, you already know what you need to make that potion. If you want to make something more exotic, it would be up to the dm to decide what you need and how easy or difficult it is to get.
Campaign books use medicine checks as a forensics tool on corpses, amputations and fitting artificial limbs, removing embedded objects, stopping the bleed effect some monsters or items cause, removing parasites without causing damage, removing the control gems from slaadi, removing distinguishing marks like tattoos or scars or birthmarks, or identifying if someone who looks dead is actually barely alive.
It's a skill that doesn't see a lot of use unless playing a nonmagic campaign, but the medical examiner aspect can have uses if you want a CSI type character.
As a level 2 Cleric, how often will I be faced with a Medicine check? And how would I be able to use my Medicine?
At that level you might use medicine to treat disease or poison. It's also possible to run out of resources and be forced into using it to stabilize a dying person, wake an unconscious person, or identify if an injured person is safe to move. You might even need to deliver the odd baby (not a lot of spells for that).
If there is an epidemic the character clearly wouldn't have the resources to just spell it away so treating the sick would use medicine checks. It's not fast though. It's helps make the saving throws more easily. The character would also possibly make a check to identify the disease, how it's transmitted, incubation period, and possibly what countermeasures might stop the spread. How often that might come up depends on the campaign and DM. What's typical is adventurers enter the dungeon / wilderness, get healed or restored, medicine is not needed for those applications.
Examples of the medical forensics are blood analysis and spatter analysis, cause of death, time of death, and identification of remains. It's a solid skill in a murder mystery as long as the player and DM remember it exists. Those are the types of things that were appearing in published adventures for some more adventurer oriented uses in a world where magic already tends to cover healing as far as PC's are concerned.
It's a useful skill if you're stabilising creatures. Both the Spare the Dying cantrip and the DC 10 Medicine check to stabilise the creature are range touch so having proficiency in medicine means you might be able to skip taking the cantrip.
Okay, I guess that is where the 4 in my Medicine comes from. I was under the impression that I had 4 Medicine, and I added 2 because of my PROFICIENCY.
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As a level 2 Cleric, how often will I be faced with a Medicine check? And how would I be able to use my Medicine?
Short answer:
depends on your party and how quickly they kill or don’t immediately kill things.
how quickly they trigger traps or ambushes.
How quickly they flee scenes after people get hurt or they hurt people.
etc.
but usually, you can find ways to get a medicine check in once-twice a session if you commit to doing it.
quest from a sketchy guy, and all of a sudden he seems more nervous. “Does the guy appear more nervous due to some physical reason? Does he look like he was beat up or tortured or drugged?” Kinda things.
your DM will work with you so the medicine proficiency doesn’t feel completely useless.
but the “normal” useage. Will be to determine how injured or dead things/people are.
Blank
And I note you missed the important thing here.....
How to make medicines ??? How to know the required materials to create the medicine ??
Should I add 1 lvl of Druid on this class to get better benefits on Medicine ??? or should I remain Cleric ??
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Xanathar’s guide has rules for creating a potion of healing, if that’s what you mean by making a medicine. But it’s nothing to do with the medicine skill. You need proficiency in herbalism tools.
Hmmmm, only with Herbalism tools ??? I think I need also proficiency with Plants knowledgement or, at least with herbs, bushes and mushrooms.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Proficiency in an herbalism kit lets you add your proficiency bonus when identifying plants and herbs.
I’d think, since the rules specifically say you can use it to make a potion of healing, that if you are proficient, you already know what you need to make that potion. If you want to make something more exotic, it would be up to the dm to decide what you need and how easy or difficult it is to get.
Campaign books use medicine checks as a forensics tool on corpses, amputations and fitting artificial limbs, removing embedded objects, stopping the bleed effect some monsters or items cause, removing parasites without causing damage, removing the control gems from slaadi, removing distinguishing marks like tattoos or scars or birthmarks, or identifying if someone who looks dead is actually barely alive.
It's a skill that doesn't see a lot of use unless playing a nonmagic campaign, but the medical examiner aspect can have uses if you want a CSI type character.
My group modded the Healer's Kit to restore 1d6 + [Medicine Score] + additional hit points equal to the creature's maximum number of Hit Dice.
At that level you might use medicine to treat disease or poison. It's also possible to run out of resources and be forced into using it to stabilize a dying person, wake an unconscious person, or identify if an injured person is safe to move. You might even need to deliver the odd baby (not a lot of spells for that).
If there is an epidemic the character clearly wouldn't have the resources to just spell it away so treating the sick would use medicine checks. It's not fast though. It's helps make the saving throws more easily. The character would also possibly make a check to identify the disease, how it's transmitted, incubation period, and possibly what countermeasures might stop the spread. How often that might come up depends on the campaign and DM. What's typical is adventurers enter the dungeon / wilderness, get healed or restored, medicine is not needed for those applications.
Examples of the medical forensics are blood analysis and spatter analysis, cause of death, time of death, and identification of remains. It's a solid skill in a murder mystery as long as the player and DM remember it exists. Those are the types of things that were appearing in published adventures for some more adventurer oriented uses in a world where magic already tends to cover healing as far as PC's are concerned.
It's a useful skill if you're stabilising creatures. Both the Spare the Dying cantrip and the DC 10 Medicine check to stabilise the creature are range touch so having proficiency in medicine means you might be able to skip taking the cantrip.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
So, when I get the DM to ask me for a Medicine check, what do I need to add to the roll?
https://photos.app.goo.gl/zbwBEQShFNXZY9Vs5
4 according to the photo you’ve posted.
I thought I would add my +2 PROFICIENCY because it's green?
https://photos.app.goo.gl/6FCgJ13hBzHzfggM7
Yes. You get 2 from your proficiency bonus and 2 from your wisdom bonus. Total is +4.
Okay, I guess that is where the 4 in my Medicine comes from. I was under the impression that I had 4 Medicine, and I added 2 because of my PROFICIENCY.