Healer's Kit
P
otions, spells and other magical items are all Healer Feat
well and good, but sometimes you just need
some good old fashioned healing. By slapping Some Procedures have additional effects that are unlocked if
on a bandage or administering a good shot, you you take the Healer feat found on pg 167 of the Player's
can patch up your team without ever having to Handbook.
ask a god for permission. Furthermore, creatures under your care can now gain the
benefits of two effects from your Procedures, but the effects
Healer's Kit can not stack. If a creature is already under the effect of one,
the new effect replaces the old.
The following text replaces the text found on pg. 151 of the
Player's Handbook
This kit is a leather pouch containing bandages, salves, Procedures
antidotes, chemicals, needles, and splints. Healer's Kit can Basic Stabilization
now be taken as a tool proficiency, and proficiency with this
kit allows you to add your proficiency bonus to any Medicine As an action, you can expend one use of the kit to stabilize a
(Wisdom) checks if you aren't already proficient in the creature that has 0 hit points. If starting with only three
Medicine skill, but only when using this tool. Procedures known (see Procedures), this does not count
This kit costs 10 gp and weighs 5 lbs, each kit has 10 uses against the number you know.
before the supplies must be replaced.
Action Required: Action
Procedures Healer's Kit DC: None
Uses Expended: 1
When it comes to administering medicines, you must learn Healer's Feat: Revived with 1 HP
the proper Procedures for administering your Healer's Kit. By Special: A creature can benefit from this an unlimited
following the Procedures, you can expend a number of uses of number of times between a short or long rest
the Healer's Kit to provide an effect to a targeted creature.
When you expend a use of the Healer's Kit you must roll a Simple Health Check Up
Medicine (Wisdom) check against the DC. As an action, you spend one use of the kit to tend to a creature
You must have proficiency in the Healer's Kit to perform and restore 1d6 + 4 hit points to it. You can only benefit from
these Procedures and you must know the Procedures. Most this effect once per long rest. If starting with only three
adventurers start out only knowing three Procedures, but they Procedures known (see Procedures), this does not count
can learn more by meeting with local healers, hospitals or by against the number you know.
finding books on health and wellness.
Action Required: Action
Performing a Procedure Healer's Kit DC: None
When you perform a Procedure, you must have enough uses Uses Expended: 1
in your kit to perform the Procedure and the uses can not be Healer's Feat: Restore an additional number of hit points
from different Healer's Kits if you have more than one. You equal to the creature's maximum hit dice
can use a short or long rest to organize your Healer's Kits and Awakened Mind
combine them together.
Upon selecting the Procedure you wish to perform, you As an action, you can expend three uses of your Healer's Kit
must roll a Medicine (Wisdom) check versus the DC of the and give a shot to one willing creature, giving them enhanced
Procedure. On a success or failure, you expend the uses of mental acuity. The target creature gains advantage on all
your Healer's Kit. If the check is a success, the effect starts Intelligence checks for 10 minutes.
immediately. On a fail, nothing happens. Action Required: Action
Creatures can only benefit from one Procedure per short or Healer's Kit DC: 12
long rest. Any creature you wish to perform a Procedure on, Uses Expended: 3
including yourself, must be a living creature as Procedures Healer's Feat: The duration is extended to 1 hour
have no effect on Undead or Constructs. If you fail a
Procedure, the target creature can not be attempted on again
until they finish a short or long rest.
Some Procedures can be augmented to have a longer or More Procedures On Next Page
stronger effect, these are known as Advanced Procedures and
they typically have a higher DC. If you attempt an Advanced
Procedure and fail the check, the Procedure is a failure, even
if you would normally pass the Medicine (Wisdom) check for
the non-advanced Procedure.
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Cure Disease or Poison Pre-emptive Painkillers
As an action, you can expend two uses of the Kit to neutralize As a bonus action, you can expend two uses of the Healer's Kit
a known poison or disease afflicting a creature. If the target is and give one willing creature a painkiller, granting them
affected by multiple known diseases, you choose which effect Resistance on the next attack that hits them. This effect lasts
to end. If you do not know what poison or disease is afflicting until the creature is hit or 1 hour passes, whichever comes
the creature, any expended uses automatically fail. first.
Action Required: Action Action Required: Bonus Action
Healer's Kit DC: 13 Healer's Kit DC: 14
Uses Expended: 2 Uses Expended: 2
Healer's Feat: The DC is lowered by 3 Healer's Feat: Uses expended is reduced by 1
Advanced Procedures: By increasing the number of uses Advanced Procedures: By expending 2 more uses, you can
expended (by 2), you can attempt to neutralize multiple give the target creature Resistance to the next two attacks
poisons or diseases afflicting the target creature. For every that hit them. This increases the DC to 18 (2 uses for
extra two uses you expend, you can neutralize an additional Healer's Feat)
poison or disease, and the DC is increased by 1.
Example: 10 Uses Expended (max) will neutralize 5 Healthy Living
different poisons or diseases and the Healer's Kit DC is 18 As an action, you can expend five uses of your Healer's Kit to
(DC 15 for Healer's Feat) buff up a target creature. The target creature gains 5
Adrenaline Injections temporary hit points that last until they take a short or long
rest.
As a bonus action, you pump a cocktail of chemicals into one
willing creature, giving them a boost to their speed. By Action Required: Action
expending two uses of the kit, you grant the creature an Healer's Kit DC: 12
additional action they can take on their next turn. If the Uses Expended: 5
creature takes the attack action and they have Extra Attack, Healer's Feat: The target gains temporary hit points equal to
they can only make one more additional attack. If the creature 5 + your Wisdom modifier
does not utilize their additional Action by the end of their turn, Advanced Procedures: By expending an additional 5 uses,
it is lost. You can benefit from the effects of this once per long you can grant the target creature 12 temporary hit points,
rest. this increases the DC to 17. (12 + your Wisdom modifier for
Healer's Feat)
Action Required: Bonus Action
Healer's Kit DC: 13 Calming Balm
Uses Expended: 2 As an action, you can expend a use of your Healer's Kit to
Healer's Feat: Uses expended reduced by half calm a creature's emotions by applying a soothing balm to
Advanced Procedures: By increasing the number of uses their neck. If they are an unwilling creature, they must
expended by 2, you can increase the number of rounds the succeed on a Charisma save against your Healer's Kit Save
effect lasts. The maximum number of rounds the effect can DC (8 + Wisdom Modifier + Proficiency Bonus) or find that
be increased by is equal to your Wisdom modifier. The DC their emotions have been calmed for 1 minute. This means
for this check increases by 1 for each additional round you that if a creature feels strongly towards you, they become
add on to this effect. indifferent (Up to GM discretion). A creature can choose to fail
Example: 5 Rounds (max) of effect increases the DC to 18 the save if they so choose. This balm does not work on
and requires 10 Uses (5 Uses for Healer's Feat) calming emotions that have been affected by magical effects,
Improved Ability like Charm Person.
As an action, you can expend a use of the Kit and apply a Action Required: Action
potent paste on to their skin. On the target's next ability check Healer's Kit DC: 12
made in the next minute after application, they add a d4 to the Uses Expended: 1
check as they feel their senses come alive. The effect then Healer's Feat: An additional minute
fades.
Action Required: Action More Procedures On Next Page
Healer's Kit DC: 10
Uses Expended: 1
Healer's Feat: The d4 is increased to a d8
Advanced Procedures: By expending additional uses of the
Healer's Kit, they can have the effect last longer by a
number of minutes equal the expended uses. The DC
increases by 1 per use expended.
Example: By expending 10 uses (max), the target adds the
d4 to their next ability check that happens in 10 minutes,
the DC is 20. (d8 for Healer's Feat)
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Healer's Delight
By taking ten minutes, you expend a number of uses equal to
your Wisdom Score from multiple Healer's Kits. You then
heal a number of hit points equal to your Wisdom Score and
you can divide those hit points between a number of creatures
equal to your Wisdom modifier. This means that if you have a
17 in Wisdom, you heal 17 Hit Points divided up between 3
creatures (minimum 1 creature). Creatures can benefit from
this effect once per long rest.
Action Required: 10 Minutes
Healer's Kit DC: 10 + Your Wisdom Modifier (If Wisdom is
17, DC is 13)
Uses Expended: Equal to Your Wisdom Score (from multiple
Healer's Kits)
Healer's Feat: Uses Expended is halved (rounded down)
Advanced Procedures: By working with such potent
medicinal salves, you gain some fringe benefits of the
healing and gain a number of Temporary Hit Points equal to
half your Wisdom Score (rounded down), the DC for this
Advanced Procedure is 10 + (Wisdom Modifier x 2).
Example: If your Wisdom Score is 17, you can expend 17
uses of multiple Healer's Kits and divide 17 hit points of
healing between up to 3 creatures and you gain 8
Temporary Hit Points, DC 16 (8 uses for Healer's Feat)
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