Healer's Supplies: Difference between revisions

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'''Possible Activities'''
'''Possible Activities'''
* '''Decontamination''' <br>Provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by you, they may every three days re-roll the contested roll that caused their illness using your [[Intelligence]] ([[Medicine]]) or [[Wisdom]] ([[Medicine]]). <br>On a success, the poison or the disease is cured. Depending on the illness, some afflictions may be too difficult to cure.
* '''Decontamination''' <br>Provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by you, they may every three days re-roll the contested roll that caused their illness using your [[Intelligence]] ([[Medicine]]) or [[Wisdom]] ([[Medicine]]). <br>On a success, the poison or the disease is cured. Depending on the illness, some afflictions may be too difficult to cure.
* '''Treatments''' <br>You can ease the suffering of one injured creature during its short or long rest. While spending [[Hit Dice]] to recover hit points during the rest, the creature can choose one of the dice and change it to the maximum value of the die. <br>Additionally, during a long rest the creature may roll two extra [[Hit Dice]] as part of the long rest.
* '''Treatments''' <br>You can ease the suffering of one injured creature during its [[short rest|short]] or [[long rest]]. While spending [[Hit Dice]] to recover hit points during the rest, the creature can choose one of the dice and change it to the maximum value of the die. <br>Additionally, during a long rest the creature may roll two extra [[Hit Dice]] as part of the [[long rest]].

Latest revision as of 16:41, 8 February 2023

This kit of Healer's Supplies is a leather pouch containing bandages, salves, splints and a handful of various components for different remedies, like herbs, mosses and other ingredients.

Healer's Supplies are used by those trained in medicine to treat illnesses and injuries, often through prolonged treatment and care. With the use of such a kit along with cunning hands, they can prevent both festering wounds diseases from worsening, and might even cure them.

Possible Activities

  • Decontamination
    Provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by you, they may every three days re-roll the contested roll that caused their illness using your Intelligence (Medicine) or Wisdom (Medicine).
    On a success, the poison or the disease is cured. Depending on the illness, some afflictions may be too difficult to cure.
  • Treatments
    You can ease the suffering of one injured creature during its short or long rest. While spending Hit Dice to recover hit points during the rest, the creature can choose one of the dice and change it to the maximum value of the die.
    Additionally, during a long rest the creature may roll two extra Hit Dice as part of the long rest.