You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- You gain proficiency in Medicine. If you are already proficient in Medicine you add double your proficiency in checks you make with Medicine.
- As an action. you can spend one use of a healer’s kit to tend to a creature and restore 3d4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
There were two changes to this feat: The first point has been replaced entirely, and the amount healed has been changed.
The ability to stabilize and restore 1 hit point to a creature isn’t especially needed, as the kit can already stablize, and you could use a charge to heal them if they were at 0 anyway. By adding double medicine, a character who takes this feat feels more like some sort of combat medic. He knows injuries, how to care for patients, or identify illness better than more others.
Lastly, by changing the default amount healed to be purely dice, there is no awkwardness of adding a variable modifier onto a static modifier. By making the dice small and multiples, we also help reduce variance to keep the idea of a reliable heal.