Healing Items and Services of the Steel Realms

Steel Realms

Healing items and services are common throughout the realms. They generally follow the standard rates listed, though times of war and scarcity may cause it to change. Culturally, there are few restrictions. Grollen generally cost more, due to their penchant to break things. Half breeds are treated by healers and apothecaries as anyone else (for the most part – half elves mostly so). The physiology between the species is not enough for the healing and treatment of damage to be significantly different. Death is part of the backdrop of the ever warring factions of the realms. Mundane healing cannot, generally, affect character death. Local criminal enterprises are involved in currency, trade, items and services of all kinds, even local banking (money keeping/lending) and in some cases controlling crafters and their goods production.

The following places only allow the sale of healing elements approved/permitted sellers: Northgate Garrison and Southgate Garrison.

The following places DO NOT restrict the sale of healing elements during time of war: Northern Merchant Cities and Southern Merchant Cities. Availability gets scarcer though.

The following places Absolutely restrict the sale of healing elements during time of war: Northgate Garrison and Southgate Garrison. Availability gets scarcer though.

Costs listed for items and services are to purchase the end product, (cost to make [with Proficiency] are listed in parenthesis).

D20 Healing Items and Services

  • Antitoxin: Advantage on Poison saving throws for 1 hour. [Per 5e Rules.]
    Cost =40sc (30) > Expires after 3 days.
  • Bandage: [proficiency: Medical Kit] Can be used without skill. Linens and silk with ointment to prevent infection or stop bleeding. Heals 1 point of physical damage during a Short Rest is used within 1 day of the wound, or Stabilizes a character at 0hp.
    Cost =10sc (6) > Expires after 1 week.
  • Burn Balm: [proficiency: Herbalist Kit] Can be used without skill. Heals 1 point of Fire damage on an individual wound if applied within 10 rounds.
    Cost =2sc (1) > Expires after 1 month.
  • Frost Balm: [proficiency: Herbalist Kit] Can be used without skill. Heals 1 point of Cold damage on an individual wound if applied within 10 rounds.
    Cost =4sc (2) > Expires after 1 month.
  • Invigorating Elixir: [proficiency: Herbalist Kit] Can be used without skill. Removes the effects of 1 level of Exhaustion for 2 hours, and imposes 2 Fatigue damage when it wears off.
    Cost =5sc (1) > Expires after 2 days.
  • Medical Field Kit: Can be used without skill. Generally supplied to Soldiers in Military Service. A tin of salve (10), A tin of burn balm (same as salve, must be applied within 10 rounds). Bandages with ointment that will enhance normal healing by 1.
    Cost =40sc > Expires after 3 weeks (treated to extend).
  • Healing Potion: [Per 5e Rules; proficiency: Herbalism Kit] Magical potion that heals 2d4+2/7 damage. Can be used without skill.
    Cost =150sc (110) > Expires never.
  • Healers Kit: 10 uses [Per 5e Rules.] Requires proficiency to use.
    Cost =100sc (75) > Expires after 3 weeks (treated to extend).
  • Field Med Tackle: [Requires no Proficiency; std. issue for soldiers in the field] Splint + tourniquet (rope/rods/twist cloth); 1 pt. salve for immediate healing; 1 poultice bandage w/liniment oil and disinfectant; heals extra 2 over first Short Rest.
    Cost =10sc (75) > Expires after 30 days.
  • Herbalism Kit: 10 uses [Per 5e Rules.] Requires proficiency to use.
    Cost =100sc (75) > Expires after 3 weeks (treated to extend).
  • Plaster: [proficiency: Medical or Herbalism Kit] Requires proficiency to apply. A plaster is applied over a large area protecting from infection and induces blood flow and reduces inflammation. It also slightly aids congestion and respiratory issues. It heals 5 points – 3 points the first day, and 2 the next. Only one may be applied per Long Rest.
    Cost =6sc (2) > Expires after 3 days.
  • Poultice: [proficiency: Medical Kit] Requires proficiency to apply. A set of pastes, leaves/herbs, and minerals used to treat a specific wound. Heals 3 points of a specific 3+ damage wound over a 24 hour period; Must be applied within 1 day of the wound. A maximum of 1 may be applied per Short Rest.
    Cost =5sc (3) > Expires after 2 weeks.
  • Salve: [proficiency: Medical Kit] Can be used without skill. 1 point can be used per individual wound if applied within 1 hour.
    Cost =3sc (2) > Expires after 3 weeks.
  • Apothecary Care (min 1 day)

    Apothecary care does not have the most nutritious food, the cleanest accommodations, and constant care. Its typical of that found in small towns and villages.

    • Rest and Minimal Aid: Full Constitution healing modifier per Short Rest/Day +1. A character with the Medical Kit proficiency can provide this for a number of characters each day equal to their Proficiency Modifier.
      Cost =5sc
    • Rest and Complete Aid: Full Constitution healing modifier per Short Rest/Day +2.
      Cost =10sc
    • Rest and Superior Aid: Full Constitution healing modifier per Short Rest/Day +3.
      Cost =20sc
  • Hospiltaler Care (min 2 days)

    Hospiltaler care has the most nutritious food, the cleanest accommodations, and constant care. Characters are not allowed to leave their accommodations or do anything but read or similar activity. Its typical of that found in large towns and cities.

    • Rest and Full Aid: Full Constitution healing modifier per Short Rest/Day +5.
      Cost =50sc
    • Rest and Exceptional Aid: Full Constitution healing modifier per Short Rest/Day +8.
      Cost =75sc

d20 Healing Spells

Long Life Thread [impact] > d20 Raise Dead and equivalent/d20 Revivify and equivalent: Creatures with a Long Life Thread (ex: Elves) cannot be targeted by either of these spells (they simply fail) – it takes stronger spells to impact the character enough to bring them back from the dead.

iD20 Healing Items and Services


Medical Field Kit

Default COST = [roughly 20% Cost Portion]. A medical field kit is usually in a the form of a satchel that can be easily. It has bandages, a splint, some rubbing alcohol, and the like. It is not intended as a full kit, any character can use its contents with very little skill or knowledge.

Other Materials

Realm's Aptitude Powers: Divine, Occult, and Psychic