![]() ![]() As long as these temporary hit points last, the creature who has them has advantage on Constitution and Charisma saving throws. That creature gains temporary hit points equal to 1d4 + your Wisdom modifier (Min. ![]() Choose one friendly creature other than yourself within 60 feet of you who can hear you. As a bonus action, you dramatically pray for the intercession of a higher power in protecting and healing an ally. When you reach 17 th level, your experience and reputation as a Physician allows your first and last resort in the healing arts, prayer, to have some measurable effect, even if there is no true magic behind it. The time and gold you must spend to brew potions, and to create antitoxins and other formulas with your Herbalism Kit, is halved.Īdditionally, you gain expertise in your Herbalism Kit. For the purpose of brewing potions, you are considered to be a spellcaster with levels in a class with spell slots equal to a third of your rogue level. Instead of regaining hit points they lose that much health, and if the result of the medicine check beats the save DC of an effect that inflicted a disease or caused the blinded, charmed, deafened, paralyzed, or poisoned condition, end that disease or condition.īy 13 th level, you have become experienced in producing the strange remedies and potions peddled by apothecaries and alchemists. You can make a Wisdom (Medicine) check as a bonus action and force a creature within 5 feet (Or yourself) to spend a hit die. Starting at 9 th level, by balancing the elemental humors in a patient’s body, you can cure a wide range of illnesses. Patients must use the new roll, even if the new roll is a 1. A patient under your care who spends hit dice to restore hit points gains extra hit points equal to your Wisdom Modifier (Min 1.) at the end of the short rest, and can reroll any hit dice that roll a 1. Starting at 3 rd level, during a short rest you can treat a number of patients (potentially including yourself) equal to your Wisdom Modifier (Min. You can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, take the Use an Object Action (But only to use a potion, or anything that can be created with an herbalism kit, on yourself or someone else), or use your healer’s kit. When you choose this archetype at 3 rd level, you gain proficiency with the herbalism kit and the Medicine skill. Your talents as a physician will help you to identify and cure afflictions, promote the long-term longevity of yourself and others, and brew bizarre tonics and potions with the expertise of a learned sage. This is not the miraculous power of devout men to erase wounds and raise the dead, but the gruesome and practical science of medicine. Perhaps from formal training, or perhaps out of the circumstantial necessity that pulls most rogues through life, you have picked up the physician’s healing art. You take the Rogue’s emphasis on precision and perfecting their skills down a very different path.
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