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General Tabletop Discussion
*Dungeons & Dragons
Medicine skill; adding some new uses so it isn't waste of a skill training
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<blockquote data-quote="Horwath" data-source="post: 6819451" data-attributes="member: 6801299"><p>As we all know medicine has very few uses. So lets add a few.</p><p></p><p>Short rest healing, while you perform short rest you can make medicine check for up to 6 people. Depending on the roll you get maximum amount of HP from spent hit dices for that short rest.</p><p>roll 15 for 1 die max, 20 for 2 dices, 25 for 3, etc...</p><p>you can spend a charge from healers kit to gain advantage on this role. Roll for each person separately.</p><p></p><p>During long rest you can spend 2hrs of long rest on tending up to 6 people. Roll medicine, for roll of 15 they regain 75% of HD(round up), for roll of 20 they regain 100%. Again you can spend a healers kit for advantage on roll.</p><p></p><p>You can spend a charge from healers kit as a meterial component while casting any healing spell. Spell heals extra HP equal to your prof bonus + spell level.</p></blockquote><p></p>
[QUOTE="Horwath, post: 6819451, member: 6801299"] As we all know medicine has very few uses. So lets add a few. Short rest healing, while you perform short rest you can make medicine check for up to 6 people. Depending on the roll you get maximum amount of HP from spent hit dices for that short rest. roll 15 for 1 die max, 20 for 2 dices, 25 for 3, etc... you can spend a charge from healers kit to gain advantage on this role. Roll for each person separately. During long rest you can spend 2hrs of long rest on tending up to 6 people. Roll medicine, for roll of 15 they regain 75% of HD(round up), for roll of 20 they regain 100%. Again you can spend a healers kit for advantage on roll. You can spend a charge from healers kit as a meterial component while casting any healing spell. Spell heals extra HP equal to your prof bonus + spell level. [/QUOTE]
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Community
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Medicine skill; adding some new uses so it isn't waste of a skill training
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