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Additionally, when you use a Combat Medic action on your turn, you can make one weapon attack as a bonus action. | Additionally, when you use a Combat Medic action on your turn, you can make one weapon attack as a bonus action. | ||
'''Advanced Combat Medic.''' Starting at 13th level, you use your knowledge of medicine to perform wondrous feats. As an action, you can touch a willing creature and use one of the abilities listed below. You can use the abilities below a combined number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. | :'''Advanced Combat Medic.''' Starting at 13th level, you use your knowledge of medicine to perform wondrous feats. As an action, you can touch a willing creature and use one of the abilities listed below. You can use the abilities below a combined number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. | ||
:'''Regeneration.''' The creature regains hit points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this action. | :'''Regeneration.''' The creature regains hit points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this action. | ||
:'''Restoration.''' You end one of the following conditions currently affecting it: all of the blinded, charmed, deafened, frightened, paralyzed, and poison conditions affecting the creature, a reduction to an ability score or its hit point maximum, or you reduce its level of exhaustion by 2. | :'''Restoration.''' You end one of the following conditions currently affecting it: all of the blinded, charmed, deafened, frightened, paralyzed, and poison conditions affecting the creature, a reduction to an ability score or its hit point maximum, or you reduce its level of exhaustion by 2. |