So I have this 1st level cleric that's Grave domain and I want to give him a bit of voodoo flavour. I've taken the medicine skill even though I have Spare the Dying and Resistence, as those cantrips don't cover all the bases. (Or is it still fairly redundant to have Medicine at all?) I wanted to expand on things by having him have some ability with herbs/poisons to make stuff that can blind/stun possibly KO. Not actual damaging poisons as such as that's maybe trying to almost multiclass. I'm not too clear on the rules with all that. I understand that even though you can buy a healing kit, herbalist kit and poisoner's kit you only get 1 proficiency that has to specify one of these. (Maybe later on you can add other proficiencies.) So I'm a bit unsure what I can do that's within acceptable parameters of the rules. Any tips/advice would be appreciated. Maybe I just take herbalism (as my spells cover what a healing kit can do and herbalism is the one for remedies for illnesses) and say that my material components for Resistance, Bane and False Life are some juju compound I've whipped up that I drink or throw/blow towards the target rather than the listed components (DM willing).
On the topic of Medicine being redundant, I always argue it is not. It does not use a spell slot or use and can function in areas where magic is useless or less effective. I once saved a party member because we were in an area that suppressed divine magic below 3rd level and I made a medicine check to stabilize her.
On the topic of Medicine being redundant, I always argue it is not. It does not use a spell slot or use and can function in areas where magic is useless or less effective. I once saved a party member because we were in an area that suppressed divine magic below 3rd level and I made a medicine check to stabilize her.
Fair point. I'd argue that cantrips are free but then the anti magic thing is something to consider. Plus there is the fact it's also relevant for illness/disease etc
medicine is never redundant, it's the check that lets you know if some one has been poisoned or has contracted a disease without expending a spell slot, they might be cursed which isn't cured by lesser restoration, you always have medicine prepared, you might not succeed at the check, but it's always there and available
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All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
I'm planning on keeping medicine, I realise it's useful for disease and illness. I'm more concerned with how proficiencies with kits work, their limitations, game mechanics regarding them etc etc etc
So I have this 1st level cleric that's Grave domain and I want to give him a bit of voodoo flavour. I've taken the medicine skill even though I have Spare the Dying and Resistence, as those cantrips don't cover all the bases. (Or is it still fairly redundant to have Medicine at all?) I wanted to expand on things by having him have some ability with herbs/poisons to make stuff that can blind/stun possibly KO. Not actual damaging poisons as such as that's maybe trying to almost multiclass. I'm not too clear on the rules with all that. I understand that even though you can buy a healing kit, herbalist kit and poisoner's kit you only get 1 proficiency that has to specify one of these. (Maybe later on you can add other proficiencies.) So I'm a bit unsure what I can do that's within acceptable parameters of the rules. Any tips/advice would be appreciated. Maybe I just take herbalism (as my spells cover what a healing kit can do and herbalism is the one for remedies for illnesses) and say that my material components for Resistance, Bane and False Life are some juju compound I've whipped up that I drink or throw/blow towards the target rather than the listed components (DM willing).
On the topic of Medicine being redundant, I always argue it is not. It does not use a spell slot or use and can function in areas where magic is useless or less effective. I once saved a party member because we were in an area that suppressed divine magic below 3rd level and I made a medicine check to stabilize her.
Fair point. I'd argue that cantrips are free but then the anti magic thing is something to consider. Plus there is the fact it's also relevant for illness/disease etc
Whether or not Medicine is redundant depends entirely on how you DM rules it's usage.
A general knowledge of medicine can be very very useful out of combat for all sorts of things.
medicine is never redundant, it's the check that lets you know if some one has been poisoned or has contracted a disease without expending a spell slot, they might be cursed which isn't cured by lesser restoration, you always have medicine prepared, you might not succeed at the check, but it's always there and available
All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
I'm planning on keeping medicine, I realise it's useful for disease and illness. I'm more concerned with how proficiencies with kits work, their limitations, game mechanics regarding them etc etc etc