Healer’s Kit
A healer’s kit is a collection of bandages, herbs and practical medical supplies carried for treating injuries away from a permanent place of care.
Legacy Rules
The kit provides a +2 circumstance bonus on Heal checks and is exhausted after 10 uses.
| Feature | Rule |
|---|---|
| Heal checks | +2 circumstance bonus. |
| Uses | 10. |
| After depletion | The kit no longer provides its normal benefit until replaced or replenished as the campaign allows. |
What a Use Represents
A use can represent clean dressings, herbs, splints, needles, salves or similar supplies. The exact contents are abstracted unless the campaign makes medical logistics important.
Edition Note
The bonus and ten-use limit belong to the legacy rules on this page. Other editions use different healing-kit mechanics. Use the equipment entry for the edition being played rather than importing this rule unchanged.
Adventure Use
Limited supplies make field medicine a meaningful resource. A damaged party far from a settlement may need to decide whether to spend a use on a minor injury or conserve the kit for something worse.
