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Medicine
Wisdom-based skill for healing wounds, stabilizing the dying, treating disease and poison, and recalling medical knowledge.
Medicine (Wisdom)
Medicine covers healing wounds, treating diseases and poisons, and recalling medical knowledge. It is one of the most useful skills for a party's survival.
Untrained actions:
- Recall Knowledge: Remember facts about diseases, poisons, wounds, and medical conditions.
Trained actions:
- Treat Wounds: Spend 10 minutes applying a Healer's Toolkit to restore HP to a living creature. DC 15 restores 2d8 HP; higher DCs (20, 30, 40) restore more. A creature can only benefit from Treat Wounds once per hour. You CAN Treat Wounds on yourself, but the DC increases by 5 (minimum DC 20 for the basic tier).
- Treat Disease: Attempt to aid a creature suffering from a disease during its progression, giving it a bonus on its saving throw.
- Treat Poison: Attempt to slow a poison's effects, giving the target a bonus on its next save against that poison.
- Administer First Aid: 2 actions — stabilize a dying creature (stops them from losing more HP to the dying condition) or revive an unconscious creature.
Critical Success on Treat Wounds: Restore maximum possible HP for the DC tier.
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