Treating injuries on the road is an essential skill, and when the imminent danger has passed, you use this ability to nurse your own wounds or help alleviate the pain of others.
## Nursing
You attend to a patient, treating their injury or illness. Nursing a patient is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 12. Over the course of one week, you must make three DC 12 Intelligence or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Medicine|Medicine]]) Tests.
- **On a success**, you nurse your patient back to total health and gain Proficiency in the Medicine skill ***until your next period of Downtime***, gaining an expertise die if you are already proficient in Medicine (*until your next period of Downtime*).
- On a failure, your patient recovers, though you expect their wound will trouble them for years to come.
Choosing to do this during the same period of Downtime in which you perform the [[Volunteer in the Community]] Downtime Activity grants you Advantage on the Extended Test in that Downtime Activity.
#healing #temporaryProficiency #medicineBonus
## recuperating
Recuperating from and treating a significant injury is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 13. Over the course of one week, you must make three DC 12 Constitution ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Medicine|Medicine]]) Tests.
- **On a success** you suffer no lingering effects from an injury once enough time has passed to heal. Additionally, you become wary of grievous wounds and gain Temporary Hit Points equal to your [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Proficiency Bonus|Proficiency Bonus]] at the end of every Long Rest ***until the start of your next period of Downtime***, representing your knowledge of anatomy to avoid irreparable harm when hit.
- **On a failure**, you suffer no lingering effects from your injury but are left with a nasty scar or remnant of pain.
#healing #temporaryHP