2nd Level – Frontier Remedies
You have mastered the art of bottling druidic magic into portable cures.
- At the end of a long rest, you can prepare a number of remedies equal to your proficiency bonus. Each remedy takes the form of a small vial, pouch, or bundle of herbs.
- A creature can use a remedy as an action to regain 1d4 + your Wisdom modifier hit points or gain 1d4 temporary hit points (chosen when you create it).
- At 6th level and again at 10th level, the healing or temp HP increases by 1d4.
- A remedy loses potency after 24 hours.
- At your DM’s discretion, a remedy can be flavored as any kind of herbal concoction, tonic, salve, or powder.
6th Level – For All Your Ills
Your practice has matured, and you’ve begun to branch into more experimental — and sometimes questionable — treatments. You gain the following:
- Snake Oil or County Medicine — Choose one:
- Snake Oil: Gain proficiency in Deception (or expertise if already proficient). When your Remedies are used, they can grant advantage on the drinkers next saving throw within 1 minute. Once used, the drinker makes a Constitution Saving throw. If they fail, the next round, they gain the poisoned condition for (1d4 - CON Bonus) rounds after the initial effect ends. If they succeed, there is no effect.
- Country Medicine: Gain proficiency in Persuasion (or expertise if already proficient). When you give a remedy to an ally, they also gain advantage on their next attack roll within 1 minute. This version has no harmful side effect, but you can only grant this bonus to each creature once per long rest.
10th Level – This Might Hurt a Bit
Frontier medicine can be as brutal as it is effective.
- When you give a creature a remedy, you may choose to boost its potency at the cost of pain. The creature regains twice the usual hit points from the remedy but must make a Constitution Saving throw vs your spell save. If they fail they lose all temporary hit points and are incapacitated for one round.
- Your remedies can now remove the Poisoned, Blinded, or Deaf conditions, but taking these Remedies gives one level of exhaustion.
- As an action in combat, you can infuse your attacks with your concoctions by making a melee spell attack on a creature within 5 feet. On a hit, the target takes 2d8 poison or necrotic damage (your choice) and must succeed on a Constitution saving throw against your spell save DC or be poisoned for rounds equal to your proficiency bonus. The victim can make this Constitution save every round to end the effect.
- You can use this forced‑remedy attack a number of times equal to your proficiency bonus per long rest.
14th Level – Miracle Elixir