The healer's kit in the Player's Handbook works like this:
On the other hand the absence of healing spells or potions means than any character knocked unconscious will remain so for 1d4 hours, which is frequently annoying. There is no cantrip healing 1 hit point or other easy solution to just get somebody back up once you ran out of Cure Wounds. So I was considering giving my players the following magic item:
Does that sound reasonable, or is that for some reason completely breaking 5E healing/dying rules?
The main use of it appears to be to provide a basic option for stabilizing dying companions in the absence of healing spells or people with the medicine skill. But even then it is only marginally better than somebody without proficiency in medicine making an easy WIS check. I haven't seen it used much.Healer's Kìt, This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
On the other hand the absence of healing spells or potions means than any character knocked unconscious will remain so for 1d4 hours, which is frequently annoying. There is no cantrip healing 1 hit point or other easy solution to just get somebody back up once you ran out of Cure Wounds. So I was considering giving my players the following magic item:
Magical Healer's Kìt, This kit is a leather pouch containing bandages, salves, and splints. The kit has infinite uses. As an action, you can expend one use of the kit to make a Wisdom (Medicine) check DC 10 to treat a creature that has 0 hit points. If you fail the check, you nevertheless stabilize the target. If you succeed the check, the target also gains 1 hit point. You can't use the kit to heal more than 1 hit point.
Does that sound reasonable, or is that for some reason completely breaking 5E healing/dying rules?