D&D 5E Can we add some meaning (power) behind the Skill "Medicine"

Athinar

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Can we add some meaning (power) behind the Skill "Medicine", no one is using it when you have Healing Word or Paladin's Touch or Spare the Dying (made this up because our group have little to no Healing Powers)

Medicine Skill Check and Healing Kit required

Action - Successful Medicine Roll + Healing Kit (one dose) = 1/2 Maximum number of Hit Dice (round down) + Medicine Skill Roller Ability Modifier (Wis +0 to +5); The Creature can not regain Hit Points from this Action again until a short or long Rest; Failure means loss of an Action and dose from the Healer's Kit

Zero Hit Points - Successful Medicine Roll + Healing Kit (one dose) = 1 Hit Point (No Feat Required) - (Feat is 1 Hit Point and the use of one dose of the Healing Kit; no Roll is required because you are automatically making the Medicine Skill check); Failed Roll is loss of one dose to the Kit but the target is stabilized at 0 Hit Points

Short Rest - Successful Medicine Roll + Healing Kit (one dose per Hit Dice, Max 10 Hit Dice or number of doses of the Healing Kit) makes it a Ability Modifier (of the Medicine Skill Roller) (Wis +0 to +5) to Hit Dice Rolled or even max out the Hit Dice Roll
One Roll is rolled for any amount of Doses you use; you have to say how many of the doses you will use before the Check is rolled and one check can be done per Short Rest

(ex. 4th Barbarian -
one Dose - (1D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +5
two Doses - (2D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +10
three Doses - (3D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +15
four Doses - (4D12 + Con Bonus) + Medicine Skill Roller Wisdom ability score; +0 to +20)

Long rest - Successful Medicine Roll + Healing Kit reduces Exhaustion Level by one (Long Rest - 1 level of Exhaustion and with successful Medicine Roll and 1 dose of the Healing Kit = 2 levels of Exhaustion; no more than 2 levels can be regained by this Medicine Check

Poison Condition - Successful Medicine Roll + Antitoxin removes the "Poison Condition" and the Creature gains the Advantage on saving throws against poison for one hour

Now what would the "Medicine Skill" Check bel
So if the "Doc" that uses the Medicine Check and has a low Wisdom ability score might not want to use some of these items
 
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Have you checked out the Healer feat? While I agree the skill might need a boost I think giving everyone better than a feats ability for free seems a little too much.

Maybe let people make a medicine skill check and use a charge from a healer's kit if they succeed any hit points recovered by spending hit dice during a short rest are maximized. Skill + kit + spent hit dice = pretty well balanced.
 

I allow all my players who are proficient in healing to use an action to make a healing check to 'bandage' themselves. They regain a minimum of 1 HP and 1HP for each value their roll is above 10 they regain an additional 1HP. On a natural 20 they get double their total roll.
 


I allow all my players who are proficient in healing to use an action to make a healing check to 'bandage' themselves. They regain a minimum of 1 HP and 1HP for each value their roll is above 10 they regain an additional 1HP. On a natural 20 they get double their total roll.

That's not a bad idea, actually, especially if there's no dedicated healer for the group. I might have to adopt that.
 

Have you checked out the Healer feat? While I agree the skill might need a boost I think giving everyone better than a feats ability for free seems a little too much.

Maybe let people make a medicine skill check and use a charge from a healer's kit if they succeed any hit points recovered by spending hit dice during a short rest are maximized. Skill + kit + spent hit dice = pretty well balanced.

I take you did not read what I wrote
"(Feat is 1 Hit Point and the use of one dose of the Healing Kit)"

So Yes I did Read the Weak Feat for "Healer", but the group I'm in took no Feats to start with and after 4th Level they only took two feats and it was not the very weak Feat of Healer (Paladin took Sentinel and Warlock took Spell Sniper)

I thought the "maximized Hit Dice". Skill + kit + spent hit dice = pretty well balanced" might be OP, so I put in the Wisdom Ability and Doses to add to the roll; Wisdom 20, +5 ability bonus to the 1 Hit Dice + Con ability

But it could be Advantage on Hit Points Rolled; medicine skill check + Dose from a healer's kit + Hit Dice, Roll twice and take the better of the 2 rolls, I like this better

Also it is not free, The Cost of the Healer's Kit and you must pass a "Medicine Skill check" or you lost a dose(s) in the Healer's kit and in Combat your "Turn"
 
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Added this to my post

Poison Condition - Successful Medicine Roll + Antitoxin removes the "Poison Condition" and the Creature gains the Advantage on saving throws against poison for one hour

Failed "Medicine Roll" means the creature still has the "Poison Condition" but future poison saves have advantage for one hour



Now what would the "Medicine Skill" Check be for each?
 
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The value of the skill might be turned up pretty exceptionally if you could make a check to allow a creature to spend a Hit Dice outside of a short rest. That would pretty much let any proficient user fill in for a cleric in most individual encounters (even if might use up HD faster by the end of the day).
 


Action - "Bandage" - Successful Medicine Roll + Healing Kit (one dose) = 1/2 Maximum number of Hit Dice (round down) + Medicine Skill Roller Ability Modifier (Wis +0 to +5); The Creature can not regain Hit Points from this Action again until a short or long Rest; Failure means loss of that Action and dose from the Healer's Kit; In Combat (Fog of War), DC 15, out of Combat DC 12

(Healer's Feat - Spend one use (dose-charge) to tend to a creature and restore d6+4+maximun Hit Dice) no skill roll needed

Zero Hit Points - Successful Medicine Roll + Healing Kit (one dose) = 1 Hit Point (No Feat Required) - Failed Roll is loss of one dose to the Kit but the target is stabilized at 0 Hit Points; DC 12

(Healer's Feat is 1 Hit Point and the use of one dose of the Healing Kit; no Roll is required because you are automatically making the Medicine Skill check);

Short Rest - Advantage on Hit Points Rolled; medicine skill check + "Dose per Hit Dice" from a healer's kit + Hit Dice, Roll twice and take the better of the 2 rolls (it is best to roll one Hit Dice at a time and take the best of the 2 rolls); DC 12, you have the time in a short rest to do your best for your fellow creatures

Long rest - Successful Medicine Roll + Healing Kit reduces Exhaustion Level by one (Long Rest - 1 level of Exhaustion and with successful Medicine Roll and 1 dose of the Healing Kit = 2 levels of Exhaustion; no more than 2 levels can be regained by this Medicine Check
It is harder to remove "Exhaustion" without true rest, food and sleep; DC 15

Poison Condition - Successful Medicine Roll + Antitoxin removes the "Poison Condition" and the Creature gains the Advantage on saving throws against poison for one hour; Failed "Medicine Roll" means the creature is still has the "Poison Condition" but future poison saves have advantage for one hour; Does not remove damage already done; DC 12
 
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