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Healing Rule-Set

There are three methods of healing: magic, potions, and bandages and poultices. Each heals in a different way with varying effects and timescales, and each requires different skill sets.
 
Notice: These rules are still in development and can/will be tweaked.
 

Magic

 

This works exactly the same as the base 5e rules. It is up to the players and dungeon master how they want to describe and roleplay it.

 

Potions

 

Potions, like magical healing, heal as they do in the base 5e rules, healing immediately upon ingestion. Basic health potions (healing and greater healing) can be crafted using either an alchemy kit or a herbalism kit and the corresponding (INT) skill check.

 

  • To create a Potion of Healing you must have 25gp worth of materials and pass a DC10 skill check.
  • To create a Potion of Greater Healing you must have 100gp worth of materials and pass a DC14 skill check.

 

Stronger potions require the use of magic.

 

Bandages and Poultices

 

These allow health to be regained over time.   Bandages can be applied to heal 1d6 hit points per hour over 2 hours. These can either be bought (5sp) or a medicine (INT) skill check can be used to create bandages out of fabric on hand.

  DC - No. of bandages  

15 - 1   18 - 2   21 - 3   24 - 4

 

Poultices can be made using a herbalism kit and medicinal plants by a herbalism (INT) skill check *. The medicinal plants can either be bought or foraged using a survival (WIS) skill check.

  DC - Health  

15 - 1d4 x 2hrs   17 - 2d4 x 2hrs   20 - 3d4 x 2hrs   22 - 4d4 x 2hrs   24 - 5d4 x 2hrs

 

Bandages and poultices can be applied together, each healing the character, but still require individual skill checks. Once a bandage of poultice is used to heal someone, they cannot gain the effects of another for 24 hrs.

  *A survival (WIS) skill check can be used, but it raises the DC by 2.  

Healer's Kits

 

Healer's kits, as well as being able to stabilise someone, can be used to heal 1d6 hit points per hour for 3 hours.


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