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Feldsher

Feldsher
You are a Feldsher, an expert practitioner of
healing sciences. Your unique skills and
knowledge of medicine allow you to support
allies and impair foes while in the midst of
combat. Outside of battle, you provide potent
benefits by allowing others to better recover
from their wounds. For these reasons, you are
excitedly welcomed to any group of
adventurers who anticipate needing frequent
use of your unique skills.

Key Attribute: Int

Hit Points: 1d3+3(plus Con bonus


if any) per level up to
9th level, then 1
hp/level.

Armour: Light

Weapons: Club, Dagger, Light


Axe, Light Crossbow,
Sling, Staff
Medical Expertise (1st level)
Skills: Apothecary plus 6 of As a Feldsher, you are trained and
the following: Animal knowledgeable in all matters pertaining to
Lore, Arcane Lore, medicine. For this reason, you have advantage
Detection, Divine on any rolls concerning the Apothecary skill.
Lore, Gather
In addition, you have access to a Feldsher’s Kit
Information, General as a permanent item. A Feldsher’s Kit functions
Lore, Persuasion, similarly to a Healer’s Kit (p. 54, LFG Deluxe
Sailing, Stealth, Ed.) with some noted differences:
Wilderness Lore.  Charges: Your Feldsher’s Kit starts
with a number of charges equal to 5 +
half your class level, rounded down.
These charges are automatically
replenished at the start of a new
adventure.
 Expertise: Only Feldshers can make
use of a Feldsher’s Kit.
 Recovery: Each character in your party
recovers a bonus 1d4 hit points + your
Int modifier after a long rest. This
FELDSHER ATTACK BONUS effect cannot stack with Healer’s Kit.
Level 1 2 3 4 5 6
Bonus 0 1 2 2 3 4
Level 7 8 9 10 11 12
Bonus 5 5 6 7 8 8
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Cure (1st level) Invigorating Salts (5th level)
By expending a use of your Feldsher’s Kit You may expose yourself or an ally of your
while outside of combat, you may choose to choosing within 5 ft. to a vial of medicinal
utilize one of the following options: ammonia. The affected target gains advantage
on their next attack roll, and when reduced to
 Heal yourself and all party members for zero hit points will not pass out. Instead, they
1d4 hit points + your Int modifier. will remain conscious for 1d4 turns or until
combat ends (whichever comes first). However,
 Attempt to alleviate a diseased target while at zero hit points any actions the affected
by making a successful Int check. A target takes will be made at disadvantage. The
normal success results in the disease’s effects of Invigorating Salts wear off on the
effects subsiding after 1d4 days, target at the end of combat even if they are not
whereas a great success has it removed triggered during battle.
immediately.
You may use Invigorating Salts a number of
You begin an adventure with one use of this
times equal to your Int modifier. You may
ability per level. You may regain expended uses
regain expended uses by taking short or long
by taking short or long rests.
rests. The same target cannot be exposed to
Invigorating Salts more than once per
Bloodletting (2nd level) adventure.
As a Feldsher, you have access to unusual tools
for your trade, one of which is leeches! As an
action during your turn, you may make a ranged
attack roll to throw a vial of leeches at your
target (2d4 damage, 30 ft. range). If successful,
the target is covered with these creatures for
1d4 turns. Each round, the leeches drain the
target for one point of attribute damage to either
their Con, Dex, or Str stat.

You may use Bloodletting a number of times


equal to your Int modifier. You may regain
expended uses by taking short or long rests. The
same target cannot be leeched more than once.
DM discretion determines whether the chosen
target is capable of being affected by
Bloodletting.
Revive (7th level)
By expending a use of your Feldsher’s Kit, you
may try to resuscitate a dead target. Roll a
1d100. Your attempts have a 25% chance of
succeeding, and you are permitted to access
your reroll die pool for this action.

You may use this ability once per adventure.


Unique Feature (3rd, 6th, 9th & Revived targets come back to life with one hit
12th level) point, suffer one point of permanent attribute
See pages 16, 44. damage to their Con stat, and must roll on the
Injuries and Setbacks table (p. 79, LFG Deluxe
Ed.).
New Skills (4th level & 8th level)
At 4th and 8th level

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Infirmary (10th level)
At 10th level, you have gained enough of a
reputation as a medical expert to open your own
infirmary. You may use this facility to care for
the ill, train new Feldshers, and conduct
medical research. Eventually, your fame as a
practitioner will attract the attention of nobles
and their kin who will desire the best healthcare
that their wealth can afford.

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Credits

A special thank you to:

Stephen Grodzicki, creator of LFG, for


reading over my multiple drafts and
providing invaluable suggestions.

“Portrait of Ambroise Pare (1510 - 1590),


French surgeon” by Wellcome Images is
licensed under CC BY 4.0 I would love to hear your questions and
feedback! You may contact me at:
The remainder of images used in this JD.DIAZ.RPG@protonmail.com
document have been released into the public
domain.

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