Ranger
Base Class: Ranger

Ability to use the medical kit and salves to heal your party

Healing Salve

At 3rd level, you can create a powerful salve in order to heal your allies. As an action you can touch one creature to apply this salve, healing them for 1d4 hit points. You can prepare a number of doses a day equal to your Wisdom modifier (minimum 1), and you replenish your supply on a long rest. You must spend an hour after each rest gathering supplies, and mixing the formula for your salve. The amount that you can heal with this feature increases at certain levels..

  • At 5th level you can replenish your supplies on a short rest.

  • At 11th level you can use your Applied Medicine as a bonus action.

Forensics

At  3rd level, your training gives you insight into the story of the recently deceased. You gain advantage on ability checks used to determine the causes of death of a creature, or the origins of any wound it sustained. Additionally, you can tell the time of death with decent accuracy, as long as the scene has not been thoroughly cleaned.

Surgical Strike

At 3rd level, when you hit a creature with a weapon attack that does piercing damage, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Surpluss

At 7th level, you are able to use the items in your Healer's Kit more sparingly. You gain one additional use of each kit.

Stimulant

Starting at 11th level, when you create your doses of healing salve you can grant yourself temporary HP equal to your level in this class

Improved Surgical Strike

Starting at 15th level, you are more lethal to the injured. Your Surgical Strike Damage is increased to 2d8.

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