Item Type: Adventuring Gear
Cost: 10 gp
Weight: 5 lbs
The Advanced Medical Kit is an upgraded and comprehensive set of tools designed for battlefield medics, healers, and adventurers with a keen focus on providing superior care in high-stakes situations. Encased in a sturdy, waterproof satchel, this kit contains a wide array of supplies for treating wounds, ailments, and even life-threatening conditions.
Contents
The Advanced Medical Kit includes:
- Sterile Bandages: Rolls of pre-treated bandages infused with mild antiseptics for staunching blood flow.
- Herbal Remedies: Dried herbs and powders to reduce inflammation, fever, and minor infections.
- Antitoxins: Two small vials of general-purpose antidotes for neutralizing common poisons.
- Needle and Sinew Thread: Used for suturing deep wounds and repairing tissue damage.
- Splints and Braces: Lightweight materials for immobilizing fractures or sprains.
- Healing Poultices: Three doses of poultices that, when applied, provide temporary relief from pain and restore 1d4 hit points.
- Burn Salve: A jar of soothing ointment for treating burns and reducing pain.
- Medicinal Tea Mixes: Enough herbs to brew three doses of tea, which can remove the poisoned condition when consumed during a short rest.
- Smelling Salts: A vial of potent salts to revive an unconscious creature within 5 feet.
- Basic Surgical Tools: Small blades and tweezers for removing arrows, barbs, or other embedded objects.
- Bone-Setting Guide: A detailed, illustrated guide on aligning and treating broken bones for those without training in Medicine.
Rules and Features
- Stabilizing a Creature
The Advanced Medical Kit can be used to stabilize a creature at 0 hit points without requiring a Wisdom (Medicine) check. Each stabilization attempt consumes one charge. The kit has 15 charges when fully stocked. - Enhanced First Aid
If you have proficiency in Medicine, you can use the Advanced Medical Kit to provide advanced first aid. Expending a charge allows you to:- Restore 1d6 hit points to a creature (once per creature per short or long rest).
- Treat a minor condition (e.g., blindness, poisoned, or paralyzed for 1 minute) with a successful DC 15 Wisdom (Medicine) check.
- Battlefield Healing
As an action, you can use 3 charges to administer emergency care, granting a creature the effects of the Lesser Restoration - Revival Aid (Optional Feature for DMs to Include)
If the kit is fully stocked, it contains rare components that allow a skilled medic to attempt to revive a recently deceased creature. This process requires 10 minutes, consumes 5 charges, and succeeds with a DC 20 Wisdom (Medicine) check. Failure consumes the charges but has no additional adverse effects.
Replenishment and Maintenance
The Advanced Medical Kit must be restocked to remain functional. Replenishing 1 charge costs 2 gp and requires access to basic medical supplies. Certain rare materials, such as herbal components for poultices, may need to be purchased or foraged.
Upgrades and Variants
For adventurers seeking specialized kits, consider these enhanced versions:
- Arcane Healer’s Kit (Uncommon)
This version contains magical enhancements, granting advantage on Medicine checks when using the kit. Once per long rest, it allows the user to cast Cure Wounds (1st level) without expending a spell slot. - Alchemical Medical Kit (Rare)
Equipped with additional alchemical components, this kit provides resistance to poison for 1 hour after administering antitoxins. It also allows the user to cast Detect Poison and Disease once per day.
The Advanced Medical Kit is a lifeline for adventuring parties, especially those lacking access to magical healing. Whether tending to a comrade on the battlefield or patching up wounds after a hard-fought victory, this kit ensures that no ally is left behind.
Notes: Utility
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