Hello! Today I bring before you a revision of a branch of Druidic magic, which has been revised in the past but many have asked me about reverting it and so here I am with the proposal. I wish to change Druidic healing to bring it back to the key themes of the Druids. So let's look into the existing lore, shall we?
Now, let's highlight some points here.
Druids use herbalism and their powers to create interesting remedies unlike other races.
Druids can replace limbs with wooden appendages at certain levels of power.
Druids, at certain levels, can directly heal wounds without the aid of herbs and such, just heal wounds with their own energy.
Druids should not be able to direct heal. I've been against this for a long time and was against it when they changed it before, and then they changed it back, then they changed it back again, and now I'm looking to revise it once more. So let's discuss which parts we should remove.
Replacement limbs:
Replacing limbs for Druids to control shouldn't be a part of healing. This doesn't take any knowledge or skill with healing, simply a proficiency with Control of Nature. Thus any Druid who has trained in that department could create and use these limbs, even the "peglegs", as they would simply grow them around the affected area. Certainly treating the wound would require knowledge, but nothing related to the replacement limb itself. This should be moved over entirely to the Control of Nature department.
Direct healing:
Direct healing should be removed in favor of the herbal route Druids have traditionally gone. Druids have a unique opportunity to provide interesting RP that other groups can't do. It's very rare for somebody to suffer an injury that can't be healed totally by a magic of some kind. And if somebody is RPing an injury they have to RP it for a good while to properly feel it. However with the Druid's herbal augmentation players can seek first aid from druids in wounds that they can RP out over a couple IRL days and then be healed from, thus being able to feel the inconvenience of being wounded or crippled without having to permanently feel it, or be healed instantaneously of it. Also, the flavor from this type of healing is all but incomparable, with different acts such as scabbing over wounds with bark or sowing seeds into an arm wound to have grass grow from it when it has healed. Really interesting and quirky ties to the overall flavor of Druidism.
With the new version, I wanted to emphasize that Druids can leave a legacy with their healing. The better the Druid is, the more powerful the remedies they can create and any Druid with knowledge on how to apply the bandages and such created are able to do so without performing magic. Although, there are actions that a Druid can do on the spot at higher levels, such as closing wounds with wood and such, but there are still ways to pass on the power and effectiveness to others in a tangible way. So, let's post the edited, proposed version, shall we? Striking away "Nature's Healing", we shamelessly present "Herblore"!