The Light of a New Day
Hit Points – With each level increase, PCs may either choose to take half their Hit Die and add one to it (d10 would be 5 + 1 for a total of 6, d8 would be 4 + 1 for a total of 5, etc.) or they may roll a dice and take the exact result (re-rolling a 1).
Healing salves – Healing salves may be made by anyone with proficiency with an herbalism kit. The salves are a thick and sticky topical ointment that can knit wounds in a general area on a person’s body.
A basic healing salve heals 2d4 + 2 hit points. It takes 3 rounds to apply, and the ointment completes its healing process d4 + 1 rounds later. It carries a slight burning and stinging sensation as it eases the wound.
To successfully make a salve, a character must succeed at a DC 10 wisdom check with their herbalism kit. Failure means the process was not executed successfully, and the herbs are lost.
A character trained in Knowledge: Nature or Survival may gather enough herbs for one salve by spending two hours in a wilderness location and succeeding at a DC 15 Knowledge: Nature or Survival check. Alternately, they can spend four hours and automatically succeed. The may also visit an apothecary in most towns or cities and purchase the necessary herbs for 5 gold.
A character with a + 3 proficiency bonus may make a more potent salve. If they succeed at a DC 15 wisdom check with their herbalism kit, the salve heals a further 2d4 + 2 hit points. For each further + 1 the character has to their natural proficiency bonus, the character can opt to add 5 to the DC of the check to add 2d4 + 2 to the efficacy of the salve.
As the salves are harsher on bodies than other magical healings, a person may only be healed by these salves a number of times a day equal to their con bonus + 1.