Healing and injuries

The kingdom can be a dangerous place, and most adventurers or mercenaries will find themselves wounded at some point. Unlike other campaign-settings however, even a minor wound can be dangerous since there is no healing magic in Angleadd. This section details how healing of injuries function.

Healing wounds
There are three main ways to regain hitpoints for a character. Note that it is possible for characters to suffer more severe injuries that go beyond the concept of hitpoints, for example broken or destroyed limbs. Treating such conditions will take a far longer period of time than simply binding wounds, and can result in a character spending weeks of their downtime simply getting back on their feet.

Rest
Every time a character finishes a long rest he or she regains a number of hitdice equalling 1/3 of their level (minimum one). If the character in question has access to a comfortable place to rest, for instance a proper bed at an inn or similar, the amount of healing is increased to 1/2 of their level. In addition it is possible to seek medical attention and care. Characters under such supervision will regain a number of hitdice equalling their level.

Medical treatment
A character who is trained in medicine and/or the use of of healing kits can attempt to treat injuries on their companions. Some sort of healing supplies is needed for this action (healer's kits, herbal remedies or similar). The DC of the skillcheck depends on the amount of damage the person in question has suffered.

On a succesful skillcheck the character instantly regains d4 hitpoints, as well as your wisdom modifier multiplied with their constitution modifier during their next short rest (minimum of your modifier if the character in question has low constitution). Medical treatments can only be administered once a day, unless further injuries are sustained and increasing the injury level.

Herbalism
While not directly focusing on healing, a skilled herbalist can gather plants and other resources from the wilds and make them into useful object that can help in dangerous situations. With the appropriate ingredients a herbalist can create many different kinds of salves and restoratives.

Finding herbs for crafting medicinals is important to herbalist. These can either be bought from peddlers, herbmen or other healers, or be found growing wild across the realm. The difficulty of finding the right herbs depends on several factors, and it requires a succesful nature skillcheck.

Base difficulty			DC 15

Unfamiliar terrain		+5

Familiar terrain		-5

Heavily settled region		+10

Unsettled region		-5

Barren region			+10

Fertile region			-5

Harsh climate			+5

With a succesful skillcheck, a character will manage to gather 1d4+wisdom modifier of different herbs during a hour of foraging. These will then have to be treated and prepared for 3 days, before the character will have usable herb units.