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Dungeons & Dragons 5th Edition skill

Medicine

Medicine is a skill in Dungeons & Dragons 5th Edition: Stabilizing the dying, diagnosing disease, and judging what killed someone and how long ago.

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Key facts

Ability
WIS

Overview

Medicine is the Wisdom skill for nonmagical healing knowledge: stopping a bleeding ally from dying, recognizing a poison by its symptoms, or telling that the corpse in the hall has been dead for two days. It comes up when a healer's magic runs out, when the party finds bodies, and when a village is sick and nobody knows why. Its key use is the stabilization check that stops death saving throws.

How it works

Ability: Wisdom Stabilizing: A DC 10 Wisdom (Medicine) check as an action stabilizes a creature at 0 hit points; it stops making death saves but stays unconscious until healed or until 1d4 hours pass. Healer's kit: Using one charge from a healer's kit stabilizes automatically, no check needed. Medicine matters when you do not have one. Other checks: Diagnosing an illness, identifying a poison from symptoms, determining cause and time of death, tending wounds during a rest. Typical DCs: 10 for a common sickness, 15 for a rare poison, 20 for an exotic magical malady.

Tips and playstyle

Best for: Clerics, Druids, Paladins, and Wizards, which list it. Wisdom casters often get it cheaply; a party without a caster needs it more. Character concepts: Field surgeon, plague doctor, herbalist, coroner, army medic. Synergies: Pairs with Nature for herbal remedies and with Investigation for examining a body. Carry a healer's kit anyway.

Frequently asked questions

Does Medicine restore hit points?

Not in the core rules. It stabilizes and diagnoses. Healing without magic comes from resting, potions, and the healer's kit.

Is Medicine worth taking if we have a Cleric?

It is lower priority. A healer's kit covers stabilization for 5 gp. Medicine is still the only skill for diagnosing disease or reading a corpse.