Here are some house rules I've recently developed for the Medicine skill. I want the medicine skill to support non-magical healing without impinging on the Healer feat or healing magic.
Medicine
Administer First Aid: As an Action, you can make a DC 10 Wisdom (Medicine) check to stabilize an unconscious, dying creature with 0 Hit Points. If you roll a 20, the creature regains 1 Hit Point and is no longer unconscious.
Treat Poison: As an Action you can make a Wisdom (Medicine) check to help a poisoned character on their next turn. The character must be within five feet of you when you make your check. After they roll a saving throw against the poison they can choose to use either your check result or their own saving throw, whichever is higher.
Long-Term Care: You can spend up to 8 hours per day of light activity caring for a character recuperating from a debilitating injury, disease, or poison. Whenever the character makes a saving throw to recover from their malady, you may make a Wisdom (Medicine) check.The recuperating character may use either your check result or their own saving throw, whichever is higher. You can provide long-term medical care for number of characters equal to twice your Proficiency Bonus. (See Recouperating under Downtime Activities.)
Finally, here are some other possible uses for a Wisdom (Medicine) check:
Identify and forage for medicinal plants
Detect and identify poisons
Craft certain potions, poisons and antitoxins
Diagnose diseases
Perform surgery
Determine cause of death and conduct other forensic investigations
Here are some house rules I've recently developed for the Medicine skill. I want the medicine skill to support non-magical healing without impinging on the Healer feat or healing magic.
Medicine
Administer First Aid: As an Action, you can make a DC 10 Wisdom (Medicine) check to stabilize an unconscious, dying creature with 0 Hit Points. If you roll a 20, the creature regains 1 Hit Point and is no longer unconscious.
Treat Injury: If you are proficient in the Medicine skill, once during a short rest you can expend one use of a Healer’s Kit to add your Proficiency Bonus to the number of Hit Points regained by a character expending Hit Dice. If you have expertise in Medicine, you may add twice your Proficiency Bonus.
Treat Poison: As an Action you can make a Wisdom (Medicine) check to help a poisoned character on their next turn. The character must be within five feet of you when you make your check. After they roll a saving throw against the poison they can choose to use either your check result or their own saving throw, whichever is higher.
Long-Term Care: You can spend up to 8 hours per day of light activity caring for a character recuperating from a debilitating injury, disease, or poison. Whenever the character makes a saving throw to recover from their malady, you may make a Wisdom (Medicine) check.The recuperating character may use either your check result or their own saving throw, whichever is higher. You can provide long-term medical care for number of characters equal to twice your Proficiency Bonus. (See Recouperating under Downtime Activities.)
Finally, here are some other possible uses for a Wisdom (Medicine) check:
Nice
I love this! As someone who wanted more medicine skill uses, this feels like something I'd love. Good job!
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