Salvation (5e Feat)
Salvation
Prerequisites: Wisdom 13 or higher
You run faster towards wounded allies in order to save them. You gain the following benefits:
- You learn the spare the dying cantrip. You can cast this cantrip using your bonus action.
- You gain proficiency in the Medicine skill. If you’re already proficient, your proficiency bonus is doubled for checks you make with it.
- As a reaction when an allied creature you can see within 30 feet fall unconscious, you can move to its position and make a Wisdom (Medicine) check or cast the spare the dying spell. This movement is not hindered by difficult terrain and does not provoke opportunity attacks.
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gollark: ++remind 2y-2🐝
gollark: The negative timedeltas thing was a great idea without flaw utterly.
gollark: ++remind 3d-2h <@319753218592866315> make macron <@!330678593904443393>
gollark: As a new mRNA strand is generated by the action of the RNA polymerase II machinery on a stretch of DNA, it gets a “cap” attached to the end that’s coming out from the DNA (the “5-prime” end), a special nucleotide (7-methylguanosine) that’s used just for that purpose. But don’t get the idea that the new mRNA strand is just waving in the nucleoplasmic breeze – at all points, the developing mRNA is associated with a whole mound of specialized RNA-binding proteins that keep it from balling up on itself like a long strand of packing tape, which is what it would certainly end up doing otherwise.
gollark: You ARE to produce macron.
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