The Medicine (Intelligence) skill measures your ability to identify wounds and ailments, and to treat them quickly and reliably. A well-balanced adventuring party should never be without at least one Medicine expert.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 2 Medicine
Increase the base amount hit points you restore by Giving First Aid to 1d12.
Prerequisite: 4 Medicine
Increase your base healing amount to 2d10.
Prerequisite: 6 Medicine
Increase your base healing amount to 3d8.
Prerequisite: 8 Medicine
Increase your base healing amount to 3d12.
Prerequisite: 10 Medicine
Increase your base healing amount to 3d20.
Prerequisite: 3 Medicine
Stabilization restores life points equal to the amount of hit points restored.
Prerequisite: 3 Medicine
As part of a Stabilize or Give First Aid action, you may move up to your speed towards your chosen target other than yourself.
Prerequisite: 5 Medicine
Your advanced medical knowledge drives you to keep yourself healthy and in good shape.
Increase your maximum hit points by 4. You gain a permanent +1 bonus to your hit point increment. (This bonus only affects HP gain at future level-ups. It is not retroactive.)
Prerequisite: 5 Medicine
Whenever you succeed on a First Aid or Healing check, if the target's restored hit points would exceed their maximum hit points, the target gains the difference as Temporary HP for 1d6 hours.
Prerequisite: 7 Medicine
You're trained in the fast-paced nature of emergency medical care.
For each of your allies that is dying, your turn length increases by 1.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
![]() |
Healer Adept | ✪30 | 2 Medicine | Details ▶ |
Trained Medic | ✪20 | 3 Medicine | Details ▶ | |
Mobile Healer | ✪60 | 3 Medicine | Details ▶ | |
Healthy Lifestyle | ✪150 | 5 Medicine | Details ▶ | |
Overheal | ✪100 | 5 Medicine | Details ▶ | |
Emergency Services | ✪180 | 7 Medicine | Details ▶ |
You attempt to rescusitate someone who is gravely wounded. To do so, you must be within reach of a creature that is dying. Make a difficulty15 Stabilize (Medicine) check. The GM adds the dying creature's Constitution modifier to the result of this check.
Assistance: Helpers make a Stabilize (Medicine) check.
Success: | The target stabilizes and gains hit points equal to the margin of success on your skill check, but no less than 1. |
Critical Success: | The target stabilizes and gains twice the usual amount of hit points. |
Failure: | Your attempt has no effect. |
Critical Failure: | The target loses half of their remaining life points, rounded up. |
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.
Objective | Difficulty | Time |
---|---|---|
Fully Restore Hit Points (non-injury) | 15 | 1 hour per 25 HP restored |
Fully Restore Life Points | 10 | 10 minutes |
Treat Exhaustion | 15 | 1 hour per Exhaustion level |
Heal Injury Damage | 20 | 1 hour per 10 damage removed |
Heal damage to an Ability Score | 25 | 20 minutes per point restored |
Cure All Diseases | 30 | 30 minutes per disease |