Paper Bag

5 Copper, Less Than Common

Used for being spooky, also people with anxiety problems.

When making a saving throw against being frightened, you can use your reaction to hyperventilate into the bag, giving yourself advantage on the saving throw.

Isopropyl Alcohol

5 Silver, Common

A nice white plastic bottle of things that make my boo boos feel better.

10 uses. Can be used as an extra action. As long as it’s used on a grievous wound, you can heal 1d4 + your fortitude (con + bonus). When used on a critical wound it becomes 3d4 + fortitude.

Wraps

5 Silver, Common

A transparent compression wrap that puts pressure on a nasty wound, served with gauze.

1 use. Used on grievous wounds that make sense. As an extra action, you can try to wrap a grievous wound. On a successful medicine check, against a DC set by the DM, you can slightly diminish the effects of a grievous wound. Examples include disadvantage becoming -1 or you take +1 more damage instead of your armor class decreasing.

Painkiller

5 Silver, Common

A analgesic drug that makes you feel a little better inside, you still feel as empty as the first day you entered the battlefield.

1 use. Can be used as an extra action, don’t have more than one use. You gain 10 temporary hit points, but you gain disadvantage on all fortitude, tolerance, and will roll until a short rest.

Attempting to use more than one painkiller before a short rest will result in a level of exhaustion for each use.

Bone Plate

5 Silver, Common, Cursed

A plate of stone that was supposed to be used for a frame, but the barbarian didn’t want to sleep off his wounds.

As an action, you can use this item to forcefully and temporarily heal a grievous wound. You do this by smashing the plate into the part of your body with that plate, however when you do this you take damage equal to half your maximum. Grievous wounds that are healed by this process return at dawn.

Splints

1 Gold, Uncommon

An elastic piece of plastic that maintains in position an injured body part.

1 use. Used on grievous wounds that make sense. As an extra action, you can try to use a splint on a grievous wound. On a successful medicine check, against a DC set by the DM, you can negate the effects of a grievous wound, however you take a -2ft to walking speed for every splint you apply.

Battle Medkit

1 Gold, Uncommon

Now you can actually respond when someone calls for a medic.

If you have proficiency with the medical supplies tool kit, you can use this to heal people a few times per day. The Battle Medkit has 5 charges of healing. You can use them as extra actions as long as you roll a medicine check of 10 each time you use it, each charge granting 1d4 + medicine (int + bonus) of health back.

Vitamins

1 Gold, Uncommon

I know some people that, without this bottle, their nights would all be sleepless.

1 use. Can be used when you’re about to take a long rest. You can take 1 per long rest. When taken right before a long rest, you heal two grievous wounds instead of 1.

Primitive Prosthetic

2 Gold, Uncommon

A makeshift limb made of some low grade material like wood or stone.

1 use. If put in the place of a missing limb, the critical wound becomes a permanent grievous wound that you can’t get rid of or diminish in any non-magical and non-tech way.

Suture

10 Gold, Rare

A set of stitches meant to get you back that arm you were missing so much.

1 Use. Over the course of a short rest, you can attempt to use a suture to restitch a missing limb causing a critical wound back onto your body. It’s a DC 20 Medicine check. On a success, the arm is good as new and that critical wound becomes 3 grievous wounds (Leg Critical -> 3 Leg Grievous Wounds)