BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Medicine Checks/Stabilization

Rules As Written

Described on p.197 of the Player's Handbook, when a creature is dying a creature can use its action to stabilize the creature by making a DC 10 Medicine check.

Healer's Kit, described on p.151 of the Player's Handbook, indicates that the Healer's kit has ten uses. As an action, you can expend one use to stabilize a creature without making a Medicine check.

House Rule

Healer's kits have infinite uses. Rather than auto-stabilizing, they grant advantage on the DC 10 Medicine check.

Additionally, medicine can be used to tend wounds on short rests. A creature with a healer's kit can make a DC 12 Medicine check to tend to a resting creature. That creature can maximize the first hit die it rolls to recover hit points during the rest. An additional creature can be tended for every 2 points the DC is exceeded (i.e. 2 creatures at 14, 3 at 16, and so on). Without a healer's kit, this is made at a disadvantage.


Comments

Please Login in order to comment!