Treat Wounds and Battle Medicine
[[compendium:action:Treat Wounds]] heals 2d8+ over 10 minutes (scales with DC and proficiency). [[compendium:feat:Battle Medicine]] does it in 1 action in combat. [[compendium:feat:Continual Recovery]] reduces cooldowns. Key non-magical healing.
Healing between encounters is central to PF2e's resource management. The Medicine skill provides the primary non-magical healing.
Treat Wounds (exploration activity, 10 minutes, trained Medicine): Spend 10 minutes tending to a living creature's injuries using a healer's toolkit.
- DC 15: Heal 2d8 HP (2d8+10 on critical success)
- DC 20 (expert Medicine): Heal 2d8+10 (4d8+10 on critical success)
- DC 30 (master Medicine): Heal 2d8+30 (4d8+30 on critical success)
- DC 40 (legendary Medicine): Heal 2d8+50 (4d8+50 on critical success)
- A creature can only benefit from Treat Wounds once per hour (per healer, or once per hour total without Continual Recovery feat).
- On critical failure, the target takes 1d8 damage.
Treat Wounds on Yourself: You can treat your own wounds, but the DC increases by 5 (minimum DC 20).
Battle Medicine (1 action, feat, trained Medicine): Use Medicine in combat as a single action instead of 10 minutes. Heal using the same DC tiers as Treat Wounds. A creature can only receive Battle Medicine once per day from each healer (once per hour with the Medic archetype). This is one of the best general feats in the game.
Continual Recovery (feat, expert Medicine): Reduce the cooldown between Treat Wounds to 10 minutes instead of 1 hour, allowing much faster party healing during exploration.
Ward Medic (feat, master Medicine): Treat Wounds on up to 2 patients simultaneously (or 4 at legendary).
Medicine vs Magic: Medicine healing is renewable and doesn't consume spell slots. Combined with Continual Recovery, a Medicine specialist can fully heal a party between most encounters.