Homebrew:Medic: Difference between revisions

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{{ooc note|This is an implementation of a feat from Unearthed Arcana}}
{{ooc note|This is an implementation of a feat from Unearthed Arcana}}


You possess keen insight into how other people think and feel. You gain the following benefits:
You master the physician’s arts, gaining the following benefits:


* You gain proficiency in the {{insight}} skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You gain proficiency in the {{medicine}} skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
* You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma ({{deception}}) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
[[category:homebrew feats]]
[[category:homebrew feats]]

Revision as of 18:52, 14 February 2022

(OOC: This is an implementation of a feat from Unearthed Arcana)

You master the physician’s arts, gaining the following benefits:

  • You gain proficiency in the MedicineWisdom (Medicine)skillA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.