Medicine Kit

Over the course of a players downtime, they can use their Medicine Kit to do the following;

Research Medicine. By spending the listed amount of Downtime with a Medicine Kit, you take time to research new medicines or medical techniques. Make an Intelligence or Wisdom (Medicine Kit) check vs the Medicine DC based on the Medicine Research chart below. Based on the result you develop either new medicines or a new medical technique of your choice. You decide which one prior to making the check. If a new Medicine, you create a medicine able to curse diseases, poisons and other afflictions of a rank equal to the result or lower. When you successfully create this medicine, you are able to recreate 2 doses for every 1 week of downtime you want to spend on manufacturing it. This dosage can be increased to 4 doses if you have regular access to a fully sufficient laboratory such as a research facility in a major land or something similar. Administering the medicine for yourself is a bonus action. Administering the medicine for another willing creature is an action. If you would try to administer this medicine to a hostile creature, you can make an Intelligence or Wisdom (Medicine Kit) check vs the targets AC.(This medicine does not need to be used to cure a mechanical affliction or effect. This can be used to help treat or cure narratively important diseases or conditions if your DM allows it to, such as lupus, cancer, or even a wholly new virus that exists within your world or narrative.).

If a new medical technique, you are able to create a new medical technique. This technique could be a helpful technique or a hostile technique used by Hunter-Nin or Anbu black-Ops. Make a Strength, Dexterity or Intelligence (Medicine Kit) check vs the Medicine DC based on the Medicine Research chart below. You create this new technique and pass it on to the medical community (or Anbu/Hunter-Nin community), which they use extensively. They will then pay you for these techniques based on rank.


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