Forgotten Realms: Birthright
Healing
A character with the healing proficiency can administer battlefield healing, supervise the recovery of injured patients, treat poison, and treat diseases:
- Stabilize: Tend to another whose injuries have brought them below 0 hit points, are unconscious, and are bleeding to death (not yet at -10 hit points). A successful proficiency check ensures that the patient is stable and no longer bleeding. This will not heal injuries, but will halt further loss of blood and hit points.
- Battlefield Healing: Tend another immediately after wounding with a successful proficiency check. This restores 1d3 hit points lost. One battlefield healing attempt can be made per patient per day. This is separate to a stabilize check, although if successful, will also stabilize the patient.
- Supervised Healing: Supervise the healing of up to six patients without a proficiency check. Patients recover an additional hit point per day when traveling or engaging in non-strenuous activity and an extra 2 hit points per day when resting. If the healer also has the herbalism proficiency, resting patients recover an additional 1 hit point per day, for a total of 3 extra points.
- Treat Poison: Treat injury poison without a proficiency check immediately after poisoning. If successful, the healer must tend the patient for 5 rounds. Following this, the patient makes their poison saving throw with a +2 bonus. If the care is interrupted, the patient makes their save immediately with no bonus. If the healer also has herbalism, he can treat ingested and contact poisons.
- Treat Disease: A proficiency check reduces a normal disease to its mildest form and shortest duration. Herbalism adds +2 to this check. A proficiency check will diagnose a magical disease but cannot treat it.