Herb Reserve
Herb Reserve
Medicine Cats who can restore Hit Points with herbs have a 【Herb Reserve】. This represents herbs that have already been gathered and prepared for immediate use, so individual varieties do not need to be tracked. Physical healing consumes Herbs; supernatural healing does not. After a Long Rest, the reserve is replenished to its maximum when the character has access to nature or camp supplies. During exploration, Medicine or Nature Checks may recover a small number of Herbs.
Maximum Herbs = class base value + Proficiency Bonus + Intelligence Modifier, treating a negative Intelligence Modifier as 0. A GM may also allow suitable herbs found during exploration to restore part of the reserve, never above the maximum.
Class base values: Healer 5, Seer 1, Herbalist 3, Field Medic 2. These differences give each class a distinct capacity for sustained healing. Every healing ability must consume Herbs, Resolve, or an explicitly limited use; an out-of-combat Action alone is not a meaningful cost.