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Emergency Stimulant
Quick Ability
Quick Ability
10.22

While Cunning is at Median, you can inject yourself or a target within range with a stimulant, healing yourself for 2d6 and curing poisoned, dazed, and sluggish.

The syringe gleams with a viscous, crimson fluid that pulses faintly under your grip, its needle sharp and ice-cold against skin. As it pierces flesh, a fiery rush surges through veins, mending torn muscles with electric vigor and purging toxins in a haze of clarity. Limbs steady, haze lifts, leaving only the sting of the injection site.

  • Parameters Parameters:
  • Range: Reach

  • Healing Roll Healing Roll:

  • Ability Ability:
  • Charges Charges: 3
  • Ability Resets After a Long Rest Resets: Long Rest

Pre-conditions

  • Ability Charges Ability active only if the following charged ability is at its median:
  • Cunning
    1000 gp 1 Thief

Attached Items
# Type Name
1 Subclass Specialist in Corpsman
D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).

Effect 1
20%
Effect 2
20%
Ambience
20%
Music
20%

Item Information