Medicine
A Medicine check allows you to call upon your knowledge to recall information about disease, stabilize creatures, and otherwise care for wounds or diseases. The base ability used is normally Intelligence or Wisdom.
Diagnose | Trained
You devote an Action to try and assess a creature's health or any maladies that may be affecting them Medicine check. This diagnosis covers illnesses, injuries, how they may have died (if doing an autopsy), and other harmful inflictions such as poisons that made negatively affect the body. The DC of this check varies based on the nature of the affliction, and depending on circumstances (such as the creature trying to hide their illness or it not having obvious symptoms), a DM may impose Disadvantage on your check or increase the DC.
First Aid | Trained
Base DC | Examples |
---|---|
10 | |
15 | |
20 | |
25 | |
30 |
Recall Knowledge | Untrained
You recall useful information about a specific topic. You may already know basic information on a topic based on your passive Medicine without attempting a check, but Recall Knowledge allows you to remember specific facts and apply them to the situation. Medicine may allow you to recollect information on diseases, injuries, medical practices, forensics, and other similar topics. Having proficiency in Medicine may offer additional results.
Base DC | Examples |
---|---|
10 | |
15 | |
20 | |
25 | |
30 |
Stabilize Creature | Untrained
If a creature is at 0 hit points and not stable, you can use an Action to attempt a Medicine check to administer quick first aid in order to stabilize it. This check is always DC 10.
Action ideas:
- First Aid (Yes, healing lingering injuries, etc. Trained?)