Medical (Rimworld Supplement)
From D&D Wiki
Medical Skills are essential to any adventurous party who doesn’t want to bleed out in the woods.
Level 1[edit]
You can use use medicine to heal the wounds of your humanoid allies outside combat or as an action.
Level 2[edit]
You can heal constructs with Tinker’s tools or Smith’s tools.
Level 3[edit]
You can now craft herbal medicine at a crafting spot.
Level 4[edit]
You can now craft medicine at a drug lab. You only need level 4 intellect to do so.
Level 5[edit]
You now can craft basic organs and bionics.
Level 6[edit]
You can no longer get addicted to drugs aside from Luciferium.
Level 7[edit]
You can heal the wounds of elementals. The treatment depends on the elemental. Fire is treated with chemfuel, Water is treated with water, etc.
Level 8[edit]
You can make advanced bionics.
Level 9[edit]
You can now make advanced implants.
Level 10[edit]
You can now heal as a bonus action.