Apothecary Kit
This kit is a water proofed haversack containing bandages, salves, herbs and splints. The kit has ten uses.
As an action, you can expend one use of the kit and perform one of the following:
1. Stabilize. Stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
2. Adderwort Root. Bolster the subject's body's natural defenses. ad an expertise die on Constitution saving throws for 1 Hour.
3. Antitoxin. consuming the bitter liquid removes the poisoned condition and gain advantage on saving throws against poison for 1 hour.
As an action, you can expend 3 uses of the kit:
Medicinal Salve. Made from herbal ingredients, this tin of soothing salve can help mend grievous injuries. You can apply medicinal salve to your or a willing creature’s wounds during a short rest. A creature treated with medicinal salve rolls a bonus hit die and adds the result to the total number of hit points regained during the short rest. When used with a bandage, the bonus hit die from a medicinal salve restores the maximum amount of hit points. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest.
Journey Action
While on a Journey, a character can use the medicine skill to replenish one use on a successful check per day. A character can use nature skill, but at a disadvantage.
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