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Level 3: Bonus Proficiencies

You gain proficiency in two of the following skills: Investigation, Medicine, or Survival.

Level 3: Treatment Under Trial

You can administer emergency healing to your allies in times of need. As a Bonus Action, you may touch a creature and expend a number of Perfect Plan dice up to your Intelligence modifier (minimum of 1). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. The target then gains temporary hit points equal to your Tactician level, which last until the start of your next turn.

Level 3: Patch Up

You can provide post-combat restoration to injured creatures. If you spend 10 minutes tending to a creature with 0 hit points that is stable, that creature regains 1 hit point.

Additionally, you automatically succeed on Wisdom (Medicine) checks made to stabilize dying creatures.

Level 6: Emergency Aid

You can rush to the aid of your allies in their time of need. As a Bonus Action, you can spend a Perfect Plan die to move up to your speed towards an allied creature. If you end your move within 5 feet of that creature, you can use your Treatment Under Trial feature on that creature as a part of the same Bonus Action.

Level 10: Invigorating Treatments

Your support on the battlefield lends a great vigor to your allies. Attack rolls made against creatures with temporary hit points gained from your Treatment Under Trial feature are made with Disadvantage.

Level 15: Protective Analysis

Your eyes reveal not only your enemy’s weaknesses, but their strengths too, allowing your allies to shrug off their most powerful blows. Whenever a creature you are analyzing hits another creature that can see or hear you with an attack, you may use your Reaction to halve the attack’s damage against them.

Level 18: Perfect Medic

You can so expertly administer aid to the wounded that you can achieve consistent excellence without fail. As an Action, you can touch a creature and expend three Perfect Plan dice. The target regains 100 hit points and is cured of the Blinded, Deafened, Paralyzed, or Poisoned conditions. This also neutralizes any diseases or poisons affecting the target.

Once you have used this feature, you can't use it again until you finish a Long Rest.

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