I’ve commented on my simultaneous pleasure and displeasure with healing in 5E – on the one hand it is too easy, and other the other hand the RAW on Healing Kits & Herbalism Kits are confusing at best. Now, when the DMG came out the optional rules for healing (notably the “Healer Kit Dependency” and the “Slow Natural Healing” on pp266-7) this was somewhat correct, but not entirely. My complaints were compounded by my use of a very robust set of rules for non-clerical healing in my old 1E game that are now (sadly) probably lost with the hard drive. So these rules are an effort to codify what we’ve come up with, as well as adapt some of my “old rules” into the 5E system.
First, a Short Rest is an hour, a Long Rest is 8 hours – you can only take one Long Rest in a any 24 hour period.
Next, a Healer Kit, Herbalism Kit, Chirurgeon’s Tools, and a Meridian Set are all defined as Tools. Herbs (for use with the Herbalism Kit) come in four different varieties (Common, Rare, Exotic, and Mystical) and Surgical Supplies (for use with the Chirurgeon’s Tools) are purchased separately.
The Medicine skill can be used to diagnose illness (variable DC) and Stabilize an Unconscious (and Dying) character (DC10 Wisdom).
During a Short Rest, a character may use a Healing Kit on themselves or another character to allow the use of any number of Hit Dice for healing. These dice are rolled at the end of the Short Rest. A character may similarly use an Herbalism Kit with Herbs to alleviate the treatable symptoms of any malady (Disease, Madness, various Conditions, etc) the DC for this varies.
During a Long Rest, a Healer’s Kit may be used in the same manner as a Short Rest. If no Hit Dice are expended for healing and no other mundane healing (for other maladies) is attempted, then the character recovers half their spent Hit Dice. A character may similarly use an Herbalism Kit with Herbs to attempt to cure a treatable malady (Disease, Madness, various Conditions, etc), the DC for this varies.
A character may use their Chirurgeon’s Tools with Surgical Supplies on themselves or another character to heal 1HD (DC10 Dexterity) outside of a Rest. The Chirurgeon’s Tools may also be used to treat some maladies – dependent on the ruling of the DM.
A character may use their Meridian Set to alleviate a variety of maladies (Conditions, Madness, Exhaustion, and some Diseases most notably) during a Short Rest.
When a character with the Healer Feat (PH p167) uses a Healer’s Kit, the recipient regains 1HP (meaning that they immediately regain consciousness). They are also so skilled that they can use a Healer’s Kit or a Surgical Kit & Surgical Supplies to tend to a creature and heal 1d6+4HP, plus the number equal to the recipients total Hit Dice. No character can receive this benefit more than once between both Long Rests and injuries.
Healer’s Kit – A large leather pouch containing a selection of bandages, minor salves, and splints. As an standard action, any character may use a Healer’s Kit to Stabilize a creature at 0HP without making a Medicine check, and allows those with the skill to use their Proficiency bonus when doing so. 10 uses. Cost: 5 Silver — Weight: 3lbs — Availability: Village
Herbalism Kit – A leather satchel containing a variety of tools such a clippers, mortar & pestle, as well small pouches an vials to store solutions and poultices. This Kit allows the character to use their proficiency bonus when attempting to identity, apply, and preserve herbs, and various maladies may require different or multiple herbs to treat successfully. Properly preserved herbs work perfectly well, but require a double dose for full effectiveness as they have lost some of their potency. Cost: 25 Silver — Weight: 3lbs — Availability: Village
Chirurgeon’s Tools – A large satchel containing scalpels, drills, needles, & clamps for use during surgical procedures. These tools allow for “quick and dirty” wound care on the battlefield as well as more complex care for internal ailments. Cost: 75 Silver — Weight: 2lbs — Availability: City
Meridian Set – A small pouch containing a combination of needles and other tools used to manipulate to energy flows of the body. The training involved means that attempts can be made without the kit or with improvised tools, but at Disadvantage. Cost: 5 Silver — Weight: 1lb — Availability: Exotic
Common Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop. 1 Use. Cost: 1 Bronze — Weight: Negligible — Availability: Village
Rare Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop. 1 Use. Cost: 1 Silver — Weight: Negligible — Availability: City
Exotic Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop. 1 Use. Cost: 1 Gold — Weight: Negligible — Availability: Great City
Mystical Herbs – Best when fresh, though many can be preserved through various means, Herbs can be found in the wild, cultivated, and purchased from the appropriate shop. 1 Use. Cost: 1 Platinum — Weight: Negligible — Availability: Great City
Herb Pouch or Case – Carefully constructed with an eye to keeping Herbs protected and in the best of shape, it holds 20 Herbs. A poorly kept herbs imposes Disadvantage on Herbalism checks. Cost: 1 Silver — Weight: 1lb — Availability: Village
Surgical Supplies – Comprised of additional needles, sutures, compresses and sponges. These supplies are needed for any surgical operation a lack or these materials forces the use of ad hoc materials and imposes Disadvantage at best. 10 Uses. Cost: 1 Silver — Weight: 1lb — Availability: Town