Medical Procedures | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Medical Procedures - 0 AXP

TIER ONE FEATURE: Medical Procedures

    • AXP: 0
    • Pre-Requisites: Selected Medic as base class
    • Grants Access To: None

Gain the following abilities and class resources;

Treatment Dice: You are capable of more specialized medical techniques and practices to tend to the wounds of your allies. Some features are fueled by an amount of Treatment Dice you have. You have an amount of Treatment Dice equal to 2 x your proficiency bonus, which are d6's. When you use a treatment dice, it is spent until you finish a short or long rest. The size of the die increases to 1d8 at the 4th tier, 1d10 at the 6th tier, and 1d12 at the 8th tier.

Hit Dice: You can spend the target's hit dice instead of spending treatment dice to use features if the target is willing. You may only use Treatment Dice for features that target yourself.

Residency: You may gain an additional Medic feature, provided you meet the prerequisites, for one-half the feature's listed AXP cost at tiers 4, 6, 8, and 10.

Medic Save DC: Some features require the target to make a saving throw. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Tools of the Trade: Your expertise in the medical field allows you better usage of the Healer's Kit, Herbalism Kit, Minor and Major Med Kits, and Surgeon's Kit. When using these tools you may use any number of Treatment Dice and add them to the dice roll involved.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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