Newb20

Heal

Key ability: Wisdom

Heal covers diagnosis, first aid, tending wounds, and recognizing common signs of illness or injury.

Diagnosis and Treatment

Heal can diagnose and treat poisons and diseases. It can also remove specific conditions that impair movement, such as injuries caused by caltrops; it does not automatically remove every condition that reduces speed.

Short-Term Care

Short-term care provides immediate healing. It takes a Full-Round Action, requires a healing kit, and can be used on a given patient only once per hour. It can also stabilize a Dying creature, bringing it to 1 HP while leaving it Unconscious. Healing cannot exceed maximum HP. See Health, Dying, and Recovery.

On a successful check, the patient regains 1 HP plus 1 HP for each point by which the check result exceeds the DC. Healing cannot exceed maximum HP.

Long-Term Care

Long-term care takes up to 1 minute and requires a healing kit. Another character may perform it for the patient. Multiple care attempts can be made for the same patient before a Short Rest, including at different times. Use the highest successful Heal check result for that rest; a higher result replaces a lower one, and care attempts do not stack. The retained check adds 1 HP plus 1 HP for each point by which it exceeds the DC to the patient’s normal HP recovery during the Short Rest. This added healing cannot exceed maximum HP. See Health, Dying, and Recovery for Long Rest recovery.

Healing Kits

A healing kit is required for Short-Term and Long-Term Care. Apply one Circumstance modifier to the Heal check based on the supplies used:

Supplies Modifier
Damaged kit, standard-quality healing salve, or standard-quality herbal remedy -5
Standard healing kit +0
High-quality kit, salve, or herbal remedy +5

The modifier comes from the supplies used for that treatment; multiple kits or remedies do not combine into additional modifiers.