Andor
First Post
D&D Basic Rules said:Medicine.
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
D&D Basic Rules said:Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
D&D Basic Rules said:Healer’s Kit.
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
*emphasis added.
So... does the healing skill actually do anything worthwhile? You can stabilize a dyding friend sure, but it's only adding your proficiency bonus to what is already a very easy roll. And by spending 5 gp you can completely negate the need to make a check entirely. And that's not even mentioning that there is a cantrip that also auto-stabilizes someone without a roll.
I hate to use the term system trap but the medicine skill, as is, looks extremely weak, especially compared to say Proficiency: Herbalism Kit.
I'm in a 2e darksun game right now and my Water Cleric has healing and herbailsm proficiencies and the party leans on that non-magical healing as a boost to my few spells per day.
Non-magical healing in 5e is actually pretty strong, but it feels weird that the Medicine skill is useless to help with it. Does that feel right to you guys? What (if anything) should be done to fix it?
I think, at a minimun I would allow someone with the Healing skill to craft healing kits using the standard rules. That's probably okay RAW but it's not spelled out. The next obvious boost is to allow a wisdom (medicine) check to boost short rest healing by tending wounds, say DC 15 to treat rolled 1s as 2s. But then that steps on the toes of the already iffy durable feat so...