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Healer’s Kit

Potions, spells and other magical items are all well and good, but sometimes you just need some good old fashioned healing. By slapping on a bandage or administering a good salve, you can patch up your team without ever having to ask a god for permission. All you need is proficiency in medicine and you can use this kit to its full effect.

Contents

This kit is a leather pouch containing bandages, salves, antidotes, thread, needles, and splintsl   This kit costs 10 gp and weighs 5 lbs, each kit has 10 uses before the supplies must be replaced.

Procedures

When it comes to administering medicines, you must learn the proper Procedures for administering your Healer's Kit. By following the Procedures, you can expend a number of uses of the Healer's Kit to provide an effect to a targeted creature. When you expend a use of the Healer's Kit you must roll a Medicine (Wisdom) check against the DC.   You must have proficiency in the Healer's Kit to perform these Procedures and you must know the Procedures. Most adventurers start out only knowing three Procedures, but they can learn more by meeting with local healers, hospitals or by finding books on health and wellness.

Performing a Procedure

When you perform a Procedure, you must have enough uses in your kit to perform the Procedure and the uses can not be from different Healer's Kits if you have more than one. You can use a short or long rest to organize your Healer's Kits and combine them together.   Upon selecting the Procedure you wish to perform, you must roll a Medicine (Wisdom) check versus the DC of the Procedure. On a success or failure, you expend the uses of your Healer's Kit. If the check is a success, the effect starts immediately. On a fail, nothing happens.   Creatures can only benefit from one Procedure per short rest. Any creature you wish to perform a Procedure on, including yourself, must be a living creature as Procedures have no effect on Undead or Constructs. If you fail a Procedure, the target creature can not be attempted on again until they finish a short or long rest.   Some Procedures can be augmented to have a longer or stronger effect, these are known as Advanced Procedures and they typically have a higher DC. If you attempt an Advanced Procedure and fail the check, the Procedure is a failure, even if you would normally pass the Medicine (Wisdom) check for the non-advanced Procedure.

Healer Feat

Some Procedures have additional effects that are unlocked if you take the Healer feat.   Furthermore, creatures under your care can now gain the benefits of two effects from your Procedures, but the effects can not stack. If a creature is already under the effect of one, the new effect replaces the old.

Procedures

 

Basic Stabilization

As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points.
Action Required: Action
Healer's Kit DC: None
Uses Expended: 1
Healer's Feat: Revived with 1 HP
Special: A creature can benefit from this an unlimited number of times between a short or long rest.
 

Simple Health Check Up

As an action, you spend one use of the kit to tend to a creature and restore 1d6 + 4 hit points to it. You can only benefit from this effect once per long rest. If starting with only three Procedures known (see Procedures), this does not count against the number you know.
Action Required: Action
Healer's Kit DC: None
Uses Expended: 1
Healer's Feat: Restore an additional number of hit points equal to the creature's maximum hit dice. The duration is also extended to 1 hour.
 

Cure Disease or Poison

As an action, you can expend two uses of the Kit to neutralize a known poison or disease afflicting a creature. If the target is affected by multiple known diseases, you choose which effect to end. If you do not know what poison or disease is afflicting the creature, any expended uses automatically fail.
Action Required: Action
Healer's Kit DC: 13
Uses Expended: 2
Healer's Feat: The DC is lowered by 3
Advanced Procedures: By increasing the number of uses expended (by 2), you can attempt to neutralize multiple poisons or diseases afflicting the target creature. For every extra two uses you expend, you can neutralize an additional poison or disease, and the DC is increased by 1.
Example: 10 Uses Expended (max) will neutralize 5 different poisons or diseases and the Healer's Kit DC is 18 (DC 15 for Healer's Feat)  

Healer's Balm

By taking ten minutes, you expend a number of uses equal to half your Wisdom Score from multiple Healer's Kits. You then select a number of creatures equal to your Wisdom modifier and heal them a number of hit points equal to your level. Creatures can benefit from this effect once per long rest.
Action Required: 10 Minutes
Healer's Kit DC: 15
Uses Expended: Equal to half your Wisdom Score (from multiple Healer's Kits)
Healer's Feat: Restore 1.5x your level
Advanced Procedures: By working with such potent medicinal salves, you gain some fringe benefits of the healing and gain Temporary Hit Points equal to your level, the DC for this Advanced Procedure is 20.
Item type
Medical

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