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Wilderness Medic

Bonus Spells At 3rd, 5th, 7th, and 9th level you gain access to bonus spells. Once you gain access to a bonus spell, it doesn’t count against the number of spells you know. If you gain access to a spell that isn't already on the ranger list, the spell is nonetheless a ranger spell for you. Bonus Spells Level Spell 3rd purify food and drink 5th lesser restoration 9th revivify 13th death ward 17th mass cure wounds Bonus Proficiencies When you choose this archetype at 3rd level, you become proficient in the Medicine skill, and the Herbalism kit if you are not already. Trauma Surgeon At 3rd level your experience with wounds, and what causes them, allows you to assist in lessening the damage you and your allies take in battle with quick treatment. As an action you can restore hit points to an adjacent creature equal to 1⁄2 of the damage that creature took during the last round. Your target must have at least 1 hit point remaining for you to do so, and they cannot benefit again from this healing until they complete a short or long rest. In addition, you can use a bonus action to grant an adjacent creature advantage on death saving throws for one minute. Extra Attack If you are using the UA ranger, you get the extra attack feature at 5th level. Damage Control At 7th level you are able to greatly assist your allies in minimizing the effects of hostile spells. When you use your Trauma Surgeon feature, that creature also gains advantage on their next saving throw they make to end an ongoing magical effect. In addition, creatures that you medically treat during a long rest have advantage on saving throws they make against poison and disease that they roll at the end of a long rest. Protect the Wounded At 11th level you are able to quickly lash out at enemies who harm your allies. When an ally you can see is hit with an attack, you can use your reaction to make 1 weapon attack against the attacking creature, if you are within range to do so. Rest and Relaxation When you reach 15th level you are able to treat your allies during rests to assist in their healing. When you and your allies complete a short or long rest, you and friendly creatures of your choice gain temporary hit points of an amount equal to your Wisdom modifier. In addition, when you roll hit dice during a short rest, you heal the maximum number possible for each die.

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