Healing Table Of Contents Healing D&D 5e Hit Die spells Rest DND 3.5e and Pathfinder 1e Natural Healing Magical Healing Healing Limits Healing Ability Damage pathfinder 2e medicine skill spells rest GURPS Items: Spells Feat savage worlds D&D 4e Heal (Wisdom) Skill Healing Surge Rest Witcher TRPG Spell Time 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 Korlann 4 D&D 5e pathfinder 2e Hit Die medicine skill HD=level+class dice. Hit Die d4 d6 d8 d10 d12 d20 Monster Classes in D&D 5e size — Tiny Sorcerer, wizard Small Artificer, bard, cleric, druid, monk, rogue, Medium warlock Fighter, paladin, ranger Large Barbarian Huge — Gargantuan spells spells gives heal someting like: (1d8+wis modifier) Rest Short rest= use your Hit Dice and add con mod to it. long rest= regain all HP adn HD DND 3.5e and Pathfinder 1e Natural Healing With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night. If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points. Magical Healing Various abilities and spells can restore hit points.someting like: (1d8+wis modifier) Healing Limits You can never recover more hit points than you lost. Magical healing won’t raise your current hit points higher than your full normal hit point total. Healing Ability Damage Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score. 2 You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). Treat Wounds Proficiency Trained Expert* Master* Legendary* DC 15 20 30 40 Success Healing 2d8 4d8 2d8+10 2d8+30 2d8+50 Critical Healing 4d8+10 4d8+30 4d8+50 spells someting like: (1d8+wis modifier) rest long rest: character level x con modifier. Short rest: doesnt exist. 10 min for Medicine test. GURPS There is no official healing in GURPS but some options implemented by the people is: Items: Healing Drug [30]: Healing (Affects Self, +50%; Based on HT, +20%; Blood Agent, -40%; Injuries Only, -20%; Onset, 1 minute, -10%) Universal Antibodies: Healing (Affects Self, +50%; Based on HT, +20%; Blood Agent, -40%; Disease Only, -40%; Onset, 1 hour, -20%; Reliable +6, +30%) [30]. Spells Laying On Hands [20]: Healing (Capped, 6 FP, -15%; Faith Healing, +20%; Limited Use, 1/day, -40%) Rejuvenation [138]: Healing (Capped, 10 FP, -5%; Cure Affliction, +60%; Reduced Fatigue Cost 10, +200%; Reliable +5, +25%; Xenohealing, Anything Alive, +80%) Feat There is a regeneration feat healin specific HP in specific time periots. savage worlds Heal: Cures 10 points/level damage, all diseases and mental conditions. Similar to PF2e there is a spell and a skill. both hoes the same thing. Healing skill can be used ones per hour and healing spell can be used untill you run out of spell slots. D&D 4e you use HS as an action. Spells and auras can let you spend HS as fee action and add some more HP on top. (wisdom modifier or 1d6 etc.) Rest After a short rest, you can spend as many healing surges as you want Long rest restores all lost HP and HS. Witcher TRPG Heal (Wisdom) Skill First Aid: Standard action. Varies depending on the task you’re attempting. Make a DC 10 Heal check to allow an adjacent character to use his or her second wind (page 291) without the character having to spend an action. The character doesn’t gain the defense bonuses normally granted by second wind. Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized. Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn. DC: Use Second Wind: Spell gain 3 hp per round for 10 round (30 hp in 30 sec.) Time 1. You gain 1 HP per Hour if you are resting and engaced in small activities. 2. you gain 0.5 HP per hour if you are not resting. 3. Doctor speeds up the healing by ???? per hour. Treat Disease Make a Heal check to treat a character suffering from a disease. Chapter 3 of the Dungeon Master’s Guide has more information about disease. Treat Disease: Part of the diseased character’s extended rest. You must attend the character periodically throughout the extended rest, and you make your Heal check when the rest ends. Replaces Endurance: Your Heal check result determines the disease’s effects if the result is higher than the diseased character’s Endurance check result. Healing Surge you regain 1/4 of your HP. Class determines how many you have: Base HS + con Class cleric Fighter paladin ranger Rogue Warlock Warlord Wizard Base HS 7 9 10 6 6 6 7 6 3 Korlann options: 1) 2) 3) 4) 5)