This large box of bandages, medicines, and surgical tools enables field medics to perform extensive healing work while traveling.
It can be used up to 20 times for any type of medical treatment.
Item Information | |
---|---|
Inventory Slot | Item |
Weight | 2 |
Value (Estimate) | 25,000 CR |
Rarity | Uncommon |
You quickly apply bandages to provide a small amount of healing to a wounded ally until you can get them to safety and proper medical attention. This action cannot treat injuries, life point loss, or ability score damage.
You must be within reach of a willing target (or be targeting yourself) to administer first aid, and you must have a roll of bandages or something to improvise bandages with. Make a First Aid (Medicine) check with difficulty 15. You and your target are preoccupied while first aid is in progress.
Assistance: Helpers make a First Aid (Medicine) check.
Success: | The target regains 1d8 hit points and stops Bleeding. |
Critical Success: | The target regains double the usual amount of hit points. |
Failure: | Your attempt has no effect. |
You spend 20 minutes to give a wounded ally extensive and careful treatment. You must have a conscious and willing target (or yourself) and a Medical Kit in your inventory. This more prolonged treatment provides more healing benefits. Make a Treat Wounds (Medicine) check with difficulty 20.
Assistance: Helpers make a Treat Wounds (Medicine) check.
Success: | The target regains hit points equal to 2d8 plus your Medicine modifier plus their Constitution modifier, their life points are fully restored, and all temporary status effects except for Exhaustion are cleared. |
Critical Success: | The target regains double the usual amount of hit points, plus all other benefits. |
Failure: | Your attempt has no effect. |
Critical Failure: | The target gains no healing benefits and instead receives one level of the Bleeding status effect. |
You attempt to treat an infected creature for a specific disease. You must be within reach of a willing target. If the disease requires specific treatment, you must have those necessary items. Make a Treat Disease (Medicine) check against the Treatment difficultyof the disease. Your treatment takes 30 minutes.
If you don't recognize the disease, you have disadvantage. If you are not wearing protective equipment, you become exposed to the disease yourself.
Assistance: Helpers make a Treat Disease (Medicine) check.
Success: | The target is cured of the disease and gains immunity to it for 10 days. |
Critical Success: | The target is cured and gains immunity to the disease for one year. |
Failure: | The target remains infected. |
You treat another creature for serious injuries. This process can take several hours, and requires an advanced medical kit, medical tent, or other dedicated location.
The difficulty to perform a complete heal depends on the number of conditions the target has. Consult the table below for difficulties and healing times. Make a separate Medicine check for each condition being treated.
This level of medical treatment should only be attempted by those with extensive practice. When in doubt, seek treatment from a medical professional for extreme injuries.
Assistance: Helpers make a Heal (Medicine) check.