Medical Procedures | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Medical Procedures

At least 2 levels in Medic

At 2nd level, you develop more specialized medical techniques and practices to tend to the wounds of your allies. Your techniques are fueled by an amount of Treatment Dice you have.


Level RequirementMedical ProcedureDescription
2ndPreventive CareYou can spend 10 minutes treating an allied creature to increase its resilience using up to 3 treatment dice. For 1 hour, that creature gains an amount of temporary hit points equal to the total rolled on the dice + your Intelligence modifier.
2ndGruesome IncisionWhenever you make a melee attack against another creature as an action using a weapon with the light or finesse property, you can spend up to 3 treatment dice to try to make a gruesome incision. On a hit, you deal additional necrotic damage equal to the total rolled on the dice + your Intelligence modifier.
2ndPoisoningAs an action, you can spend 2 treatment dice to poison a creature using toxic gaseous substances in your Healer's Kit. You force a creature within 5 feet to make a Constitution saving throw, or take poison damage equal to the total rolled on the dice and be poisoned until the end of your next turn.
5thBlindingYou can spend 3 treatment dice to force a creature within 5 feet to make a Constitution saving throw, or take necrotic damage equal to your Intelligence modifier and be temporarily blinded. You can spend more treatment dice to target one additional creature per die spent. Creatures affected by this ability can make a Constitution saving throw at the end of their turn to end the effect.
5thMedical TrainingAs a result of your research and study in the medical arts, you can use your knowledge to assist you in your tasks. You may choose to use your Intelligence modifier instead of your Wisdom modifier when making Medicine checks.
5thGeneral CareAs an action, you can spend 2 treatment dice to end one of the following conditions on a creature you touch: blinded, deafened, paralyzed or poisoned. Alternatively, you can spend 10 minutes to cure a minor disease.
5thHealing CloudDuring a long rest you can make 1 healing flask per 2 healing potions. As an action, you can throw a flask to a point of up to 30 feet away. The thrown flask turns into a mist that is half as effective as its liquid counterpart, but affects an area within a 5ft radius. Creatures standing in the affected area gain hit points for half the dice normally rolled by the respective healing potion, plus its normal bonus. You can spend one Treatment Die and roll it to use your Medical Practice feature and add the result to the amount of hit points healed. The radius increases to 10ft at 6th, 20ft at 14th, and 30ft at 18th. Starting at 6th level, you have discovered a reagent which causes your cloud to only affect your party! Whether they know you have injected them with the required reactant or not is up to you.
9thGrievous WoundAs an action, you can spend 3 treatment dice to make a melee weapon attack against a creature using a weapon with the light or finesse property. On a hit, choose one of the following effects: DEEP CUT: While wounded, the target has disadvantage on ability checks and saving throws based on Dexterity. CONCUSSION: The target is Incapacitated. It can attempt to make a Constitution saving throw at the end of its turn to end the effect. OPEN WOUND: While wounded, every physical attack made against it deals additional necrotic damage equal to a roll of your Treatment Die. These effects last for 1 minute, or until the target is healed or succeeds on a saving throw made to end them.
9thTendon CutYou can attempt to cut a tendon to debilitate one of your target's limbs. You must spend 3 dice as an action to make a special melee weapon attack against a creature using a weapon with the light or finesse property. You can choose to target an arm, a leg, a wing or a tail. On a hit, the target must succeed on a Constitution saving throw or it suffers one of the following effects, depending on which limb was targeted: ARM: the target can no longer perform weapon attacks using the damaged limb, and loses any benefit from wielding a two handed weapon with two hands. It also has disadvantage on any ability check made using the damaged limb, and has disadvantage on strength saving throws. LEG: the target’s movement speed is halved. It also has disadvantage on any ability check made using the damaged limb, and has disadvantage on dexterity saving throws. WING: the target’s flying speed is reduced to 0. TAIL: any of the target’s natural abilities involving the damaged limb are (the DM chooses) either disabled or partially disabled, giving the target disadvantage on any checks made using the damaged limb. The target must regain a minimum number of hit points equal to your Intelligence Ability Score to end the effect.
9thEmergency ResurrectionAs an action, you can make a Medicine check (DC 18) on a creature that has been dead for no longer than 2 rounds to attempt to bring it back to life. To do so, you must have medical components prepared with a total value of 300 gp and spend 5 Treatment Dice. The medical components and the Treatment Dice are consumed even on a failed attempt. On a success, the target is brought back to life with 0 hit points and is stabilized.
13thDeadly Strikewip
17thLasting Woundwip
17thIntensive Revival Procedurewip

Created by

Kayal.

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