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- Antidotes, Tinctures, & Cold Water.
- As an action, you can spend 2 treatment points to end one disease or one condition afflicting a creature. The condition can be blinded, deafened, paralyzed, or poisoned.
- If you spend 8 treatment points and expend 100 gp worth of rare medicinal ingredients such as herbs, distilled chemicals, and plant extracts, you can instead reduce the target's exhaustion level by one, or end an effect on it that is causing it to be charmed or petrified, or has reduced one of the target's ability scores or hit point maximum.
- Induce Catalepsy.
- You can spend one minute and 4 treatment points to administer drugs that put a willing target into a cataleptic state that is indistinguishable from death. This state lasts for one hour, or until you administer an antidote which you create while inducing the effect.
- For the duration, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you administer the treatment, or becomes diseased or poisoned while under the treatment's effect, the disease and poison have no effect until treatment ends.
- You can spend one minute and 3 treatment points to administer painkillers to up to 3 willing creatures. Each target's hit point maximum and current hit points increase by 5 for the next 8 hours. This treatment has no effect if the target is already under its effects, or under the effects of the Aid spell.
- You can spend up to 6 additional treatment points when administering this treatment. For every two additional points spent, the current and maximum hit point increase granted by this treatment increases by a further 5.
- Rest and Mend.
- Over a short rest, you can spend 2 treatment points to treat up to six creatures of your choice, including yourself. Each target regains hit points equal to 2d8 + your Intelligence modifier.
- You can spend up to 3 additional treatment points when administering this treatment. For each additional point, the healing increases by 1d8.
- As an action, you can spend 5 treatment points and expend 300 gp worth of rare medicinal ingredients such as herbs, distilled, chemicals, and plant extracts to revive a creature that has died within the last minute.
- Stabilizing Concoction.
- As an action, you can spend 8 treatment points to administer a concoction to a willing creature that grants it a measure of protection from death for 8 hours.
- The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the treatment ends.
- If the treatment is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the treatment ends.
- Tend Wounds.
- You can spend 1 minute and 1 treatment point to treat the wounds of a willing creature. The creature regains a number of hit points equal to 1d10 + your Intelligence modifier.
- You can spend up to 4 additional treatment points when administering this treatment. For each additional point, the healing increases by 1d10.
- As an action, you can spend 1 treatment point to apply emergency medical treatment to a willing creature. It regains hit points equal to 1d6 + your Intelligence modifier.
- You can spend up to 4 additional treatment points when administering this treatment. For each additional point, the healing increases by 1d6.
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