You make a DC 10 Wisdom (Medicine) check when attempting to stabilize a creature without a healer's kit. When you use a healer's kit, the creature is automatically stabilized, no roll needed.
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It's not necessary you can try to stabilize a dying creature without a healer's kit but using one let you automatically do so without needing to make a Wisdom (Medicine) check.
Trying to stabilize a dying creature by making a Wisdom (Medicine) check without the use of a healer's kit could be represented by shaking it, applying preassure on a wound, making an improvised tourniquet with a cloth, placing it in recovery position while talking to him or her etc
Depends on how deep you want to get into it. A divination wizard might get a feeling they just need some pressure right, about, there. A barbarian might slap the person and shout, wake up! Or someone could tear some fabric from their shirt and use that as a makeshift bandage.
To see how much depth you want to go into I would look up medical stabilization on the web, see what you want to use from that info and go with it (or at least get ideas on what you want to use in your game for specific cultures).
In general I would have "Stabilizer" (Note not in order): check body for wounds, tighten and or loosen equipment and cloths, apply pressure where needed, check for broken/dislocated bones, bandage where needed, check air way(s), check vitals (ie a dead body is already stabilized, but probably not in the way the player wants) and other things depending on how the GM described the PC being wounded. For example if the GM says the troll swings their club and hits you in the head and you feel like you head is being crushed before you black out, I would also RP some vision checks and balance and hearing tests...if my PC had medical training.
Think about real world first aid. You don’t need a first aid kit to perform cpr or put someone in the recovery position, or a burnt hand under cold water etc. You can improvise bandages, slings for broken arms, splints, in fact in the army we were taught to improvise stretchers to carry casualties on the battlefield. Sure it is much better to have proper equipment than improvise but it is still quite possible. This is reflected in the dc 10 roll if you don’t have kit abut automatic success if you do have a kit.
I'd say it also depends how you normally handle damage; by the time a Barbarian goes down they're probably covered in cuts, scrapes, bruises etc., but nothing they can't sleep off with a long rest, so going down in combat doesn't need to mean you're bleeding out from some horrific wound (especially since all characters can choose not to kill with a finishing blow).
However, you are in danger if you're not stable, so you could be face down in mud at risk of drowning, knocked under some rubble being slowly crushed and so-on, so stabilising in these cases can be as simple as moving some of the debris, putting the target in the recovery position etc.
Of course this has the opposite issue of how do you explain what the healer's kit allowed you to do instead, but if you don't describe the danger a character is in when they go down, then you can simply describe how they're stabilised at which point it can be whatever you want. 😄
Consider first aid in its everyday application. It is not necessary to have a first aid kit in order to do CPR on someone, place them in the recovery position, or run cold water over a burnt hand, among other things. Bandages, slings for broken arms, and splints are all things that can be improvised. In fact, while I was in the military, we were trained to improvise stretchers to carry patients on the battlefield. It is true that having good equipment is preferable to making do with what you have, but it is not impossible to do so.
Is having a Healer’s Kit mandatory for stabilizing a downed creature when doing a Wisdom (Medicine) ✔️
If not, how else could stabilizing a fallen creature be flavored without the use of a Healer’s Kit? 🤔
You make a DC 10 Wisdom (Medicine) check when attempting to stabilize a creature without a healer's kit. When you use a healer's kit, the creature is automatically stabilized, no roll needed.
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Thanks, I got that
Just wanted to know what it actually “looked like” in story
If the PC isn’t using bandages, salves, etc. to stabilize their felled companion
How would it be described visually other than, “your 12 stabilizes your friend”
And thanks by the way 🙏🏾
It's not necessary you can try to stabilize a dying creature without a healer's kit but using one let you automatically do so without needing to make a Wisdom (Medicine) check.
Trying to stabilize a dying creature by making a Wisdom (Medicine) check without the use of a healer's kit could be represented by shaking it, applying preassure on a wound, making an improvised tourniquet with a cloth, placing it in recovery position while talking to him or her etc
Depends on how deep you want to get into it. A divination wizard might get a feeling they just need some pressure right, about, there. A barbarian might slap the person and shout, wake up! Or someone could tear some fabric from their shirt and use that as a makeshift bandage.
To see how much depth you want to go into I would look up medical stabilization on the web, see what you want to use from that info and go with it (or at least get ideas on what you want to use in your game for specific cultures).
In general I would have "Stabilizer" (Note not in order): check body for wounds, tighten and or loosen equipment and cloths, apply pressure where needed, check for broken/dislocated bones, bandage where needed, check air way(s), check vitals (ie a dead body is already stabilized, but probably not in the way the player wants) and other things depending on how the GM described the PC being wounded. For example if the GM says the troll swings their club and hits you in the head and you feel like you head is being crushed before you black out, I would also RP some vision checks and balance and hearing tests...if my PC had medical training.
Good Luck
You might have better luck asking for flavor tips outside of the rules forum. The DM forum, in particular, is all about this sort of thing.
Thanks everyone
You all answered my question & have given me some good ideas 👍🏾
Think about real world first aid. You don’t need a first aid kit to perform cpr or put someone in the recovery position, or a burnt hand under cold water etc. You can improvise bandages, slings for broken arms, splints, in fact in the army we were taught to improvise stretchers to carry casualties on the battlefield. Sure it is much better to have proper equipment than improvise but it is still quite possible. This is reflected in the dc 10 roll if you don’t have kit abut automatic success if you do have a kit.
I'd say it also depends how you normally handle damage; by the time a Barbarian goes down they're probably covered in cuts, scrapes, bruises etc., but nothing they can't sleep off with a long rest, so going down in combat doesn't need to mean you're bleeding out from some horrific wound (especially since all characters can choose not to kill with a finishing blow).
However, you are in danger if you're not stable, so you could be face down in mud at risk of drowning, knocked under some rubble being slowly crushed and so-on, so stabilising in these cases can be as simple as moving some of the debris, putting the target in the recovery position etc.
Of course this has the opposite issue of how do you explain what the healer's kit allowed you to do instead, but if you don't describe the danger a character is in when they go down, then you can simply describe how they're stabilised at which point it can be whatever you want. 😄
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Consider first aid in its everyday application. It is not necessary to have a first aid kit in order to do CPR on someone, place them in the recovery position, or run cold water over a burnt hand, among other things. Bandages, slings for broken arms, and splints are all things that can be improvised. In fact, while I was in the military, we were trained to improvise stretchers to carry patients on the battlefield. It is true that having good equipment is preferable to making do with what you have, but it is not impossible to do so.
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