Healer
Healer
The Healer pursuit reflects your studies into the medical, anatomical, and biological sciences. Those who follow this pursuit use their knowledge to men their allies on the field and deal crippling blows with accuracy.
Bonus Proficiencies Beginning at 3rd level when you select this pursuit, you gain proficiency in the Medicine and Nature skills, and with alchemist’s supplies.
Medical Practitioner At 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Dazing Strike. When you hit a creature with a melee weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed a Constitution saving throw or be stunned until the end of their next turn.
Dull the Pain. You can use an action and expend one superiority die to dull the feeling of a creature. When you do so, a creature you can touch gains temporary hit points equal to the superiority die roll + your Intelligence modifier. These temporary hit points last 1 minute.
Hamstring. When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack's damage roll and the creature's speed is reduced by 10 feet until the end of their next turn.
Lacerate. When you hit a creature with a melee weapon attack, you can expend a superiority die to cause a lacerating wound. Add the number rolled to the damage of the weapon attack and the creature must succeed a Constitution saving throw or take 1d4 necrotic damage at the end of each of its turns for 1 minute or until it or another creature uses its action to stop the bleeding.
Neuroblock. When you hit a creature with a melee weapon attack, you can expend a superiority die to halt its ability to heal. Add the number rolled to the damage of the weapon attack and the creature cannot regain hit points until the end of your next turn.
Rapid Response. While moving, you can expend a superiority die and add 5 times the number rolled to your movement speed.
Reassure. As an action, you can call out to a creature within 60 feet that can hear or see you that has been charmed or frightened. When you do, expend a superiority die and the creature can immediately make another saving throw with advantage to end the effect.
Remove Toxins. As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and is the target is cured of one disease or one poison affecting it.
Smelling Salts. As a bonus action, you can expend a superiority die to heal a creature you can touch a number of hit points equal to the number rolled.
Field Surgeon At 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. When you do, if the target regaining hit points is the target of your Critical Analysis feature, you also roll your Critical Analysis dice twice, adding both to the roll.
Resuscitate Beginning at 11th level, your medical studies have revealed to you how to cheat death itself. As an action, you can tend to a creature you can touch that has died since the end of your last turn to bring it back to life with 1 hit point remaining.
A creature can only regain hit points this way once before that creature finishes a short or long rest.
Additionally, as a bonus action, you can stabilize a creature you can touch that has 0 hit points.
Panacea When you reach 17th level, you developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medicinal herbs and oils worth 100 gp to create your panacea in a simple vial. The panacea retains its potency for 24 hours.
As an action, a creature can drink the elixir or administer it to another creature. The drinker has their exhaustion level reduced by one or has one of the following debilitating effects end:
One effect that petrified or cursed the target. One magical effect afflicting the creature. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Once you create a panacea, you can't create another until you finish a short or long rest.
Bonus Proficiencies Beginning at 3rd level when you select this pursuit, you gain proficiency in the Medicine and Nature skills, and with alchemist’s supplies.
Medical Practitioner At 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
Dazing Strike. When you hit a creature with a melee weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed a Constitution saving throw or be stunned until the end of their next turn.
Dull the Pain. You can use an action and expend one superiority die to dull the feeling of a creature. When you do so, a creature you can touch gains temporary hit points equal to the superiority die roll + your Intelligence modifier. These temporary hit points last 1 minute.
Hamstring. When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack's damage roll and the creature's speed is reduced by 10 feet until the end of their next turn.
Lacerate. When you hit a creature with a melee weapon attack, you can expend a superiority die to cause a lacerating wound. Add the number rolled to the damage of the weapon attack and the creature must succeed a Constitution saving throw or take 1d4 necrotic damage at the end of each of its turns for 1 minute or until it or another creature uses its action to stop the bleeding.
Neuroblock. When you hit a creature with a melee weapon attack, you can expend a superiority die to halt its ability to heal. Add the number rolled to the damage of the weapon attack and the creature cannot regain hit points until the end of your next turn.
Rapid Response. While moving, you can expend a superiority die and add 5 times the number rolled to your movement speed.
Reassure. As an action, you can call out to a creature within 60 feet that can hear or see you that has been charmed or frightened. When you do, expend a superiority die and the creature can immediately make another saving throw with advantage to end the effect.
Remove Toxins. As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and is the target is cured of one disease or one poison affecting it.
Smelling Salts. As a bonus action, you can expend a superiority die to heal a creature you can touch a number of hit points equal to the number rolled.
Field Surgeon At 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. When you do, if the target regaining hit points is the target of your Critical Analysis feature, you also roll your Critical Analysis dice twice, adding both to the roll.
Resuscitate Beginning at 11th level, your medical studies have revealed to you how to cheat death itself. As an action, you can tend to a creature you can touch that has died since the end of your last turn to bring it back to life with 1 hit point remaining.
A creature can only regain hit points this way once before that creature finishes a short or long rest.
Additionally, as a bonus action, you can stabilize a creature you can touch that has 0 hit points.
Panacea When you reach 17th level, you developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medicinal herbs and oils worth 100 gp to create your panacea in a simple vial. The panacea retains its potency for 24 hours.
As an action, a creature can drink the elixir or administer it to another creature. The drinker has their exhaustion level reduced by one or has one of the following debilitating effects end:
One effect that petrified or cursed the target. One magical effect afflicting the creature. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Once you create a panacea, you can't create another until you finish a short or long rest.
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