Medicine

When you gain proficiency in medicine, you gain access to the followng abilities.

Untrained

Administer Aid


Requirement: First Aid Kit

You attempt to stabalise a downed creature. Attempt a medicine check vs a DC 15 + the creature failed death saves x 2.

CS The creature comes back with 1 HP
S The creature is stabalised
F No effect
CF You cause the creature to take one additional failed death save.

Stem Bleeding

You attempt to block any bleeding. The DC is 15

CS/S: You stop any bleeding effects
CF: The creature takes the bleeding effect an additional time.

Trained

Treat Wounds


Requirment: First Aid Kit

You spend 15 minutes healing a willing creature. Once you do this action a creature, the creature cannot be healed by this action till a long rest.

You select one healing option provided you meet the tier requirement. Roll a medicine check against the DC. On a critical failure, the target takes 1D8 true damage.

Proficiency    DC    Success Healing    Critical Healing
Trained        15    2d8               4d8
Expert*        20    2d8+10            4d8+10
Master*        30    2d8+30            4d8+30
Legendary*     40    2d8+50            4d8+50

Remove Poison


You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison's DC. After you attempt to Treat a Poison for a willing creature, you can't try again until after the next time that creature attempts a save against the poison.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.

Treat Disease


You spend at least 8 hours caring for a diseased willing  creature. Attempt a Medicine check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.

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