This kit is a leather pouch containing bandages, salves, and splints. The kit costs 5 gp and has ten uses. Using a healing kit requires both hands free.
- As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
If you have proficiency in the Medicine skill, you gain the following benefits when using a healer’s kit:
Combat
- As an action, you can expend one use of a healer’s kit to stabilize a creature that has 0 hit points (no ability check required). Because you are proficient in medicine, that creature also regains 1 hit point.
- As an action, you can expend one use of a healer's kit to help a creature that is bloodied (below half its maximum hit points). When you do so, the temporary level of exhaustion caused by the bloodied condition is suppressed for 1 minute (or 10 minutes if you are proficient in the herbalism kit and have it readily available). If you have the Healer's feat or the Fast Hands rogue feature, you can do this as a bonus action.
Short Rest
During a short rest, you may treat one creature and expend one use of a healer’s kit to bind its wounds, offer pain-numbing salves, and apply natural anticoagulants. The target regains hit points equal to 2d4 + your proficiency bonus, or 3d4 + your proficiency bonus if you are proficient with the herbalism kit. Alternatively, you can treat a number of creatures equal to your proficiency bonus (expending an equal number of uses of a healer's kit). Each creature regains 1d4 + 2 hit points. The healing granted by these treatments is nonmagical. You can use this feature once per short rest.
Downtime
- During downtime, once per day and with 8 hours of work, you may attend a creature suffering from a disease or the poisoned condition. At the end of the next long rest, on a successful DC 15 Wisdom (Medicine) check, that creature can make or repeat a saving throw to overcome the illness. The DC equals the one attributed to the effect that caused the illness or condition, or DC 20 if there is usually no saving throw. A disease caused by a curse cannot be healed this way, but symptoms may be alleviated (DM's call).
- You can treat some lingering injuries. Each lingering injury tells you if the Medicine skill can be used to accelerate the healing process and how many days and checks are required.
If you have proficiency in the Survival skill:
- Once per day, on a successful DC 10 Wisdom (Survival) check, you may restock a healer’s kit for 2d4 uses, provided you scout the current environment for at least one hour.
Notes: Healing, Utility
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