Farland
Explorer
Bards of the college of medicine specialize in healing the sick and treating the injured. They have vast knowledge of herbs and poultices, and they use their skills in the arts to distract sufferers from their pain and to hinder their enemies.
Members of the College of medicine often create makeshift hospitals and gather together in informal medical schools, and they sometimes work closely with clerics to heal the wounded.
Bonus Proficiencies
When you join the College of Medicine at 3rd level, you gain proficiency with the Medicine skill and with herbalism kits.
Doctor
Also at 3rd level, you learn to grant great aid to those who are sick or injured. You gain the following benefits:
Herbalist
At 6th level, you gain the ability to use your knowledge of herbalism to your harm your enemies. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 poison damage to the target. When you reach 12th level, the extra damage increases to 2d6.
Master Physician
At 14th level, you reach the pinnacle of your craft. You can spend 1 hour ministering to a creature. At the end of the hour, you remove all curses, diseases, and poisons affecting the creature. The creature also regains all its hit points, and it has advantage on the next saving throw it makes against poison or disease. You cannot minister to another creature until you have completed a long rest.
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This College is an amalgamation of several abilities from clerics and wizards, altered somewhat, plus some original bard stuff. What do you think?
Members of the College of medicine often create makeshift hospitals and gather together in informal medical schools, and they sometimes work closely with clerics to heal the wounded.
Bonus Proficiencies
When you join the College of Medicine at 3rd level, you gain proficiency with the Medicine skill and with herbalism kits.
Doctor
Also at 3rd level, you learn to grant great aid to those who are sick or injured. You gain the following benefits:
- You can use healer's kits as a bonus action.
- Whenever a creature uses one of your bardic inspiration dice, it also regains hit points equal to your level + the number it rolled.
- You can expend one of your uses of bardic inspiration to grant a creature you can see advantage on a saving throw against poison or disease.
Herbalist
At 6th level, you gain the ability to use your knowledge of herbalism to your harm your enemies. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 poison damage to the target. When you reach 12th level, the extra damage increases to 2d6.
Master Physician
At 14th level, you reach the pinnacle of your craft. You can spend 1 hour ministering to a creature. At the end of the hour, you remove all curses, diseases, and poisons affecting the creature. The creature also regains all its hit points, and it has advantage on the next saving throw it makes against poison or disease. You cannot minister to another creature until you have completed a long rest.
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This College is an amalgamation of several abilities from clerics and wizards, altered somewhat, plus some original bard stuff. What do you think?
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