There are various way to treat injury's other than with magic. Herbalists, doctors, shaman, clergy, and others have been finding ways to treat their patients without the aid of magic for years. Potions to heal are the most common form of restorative item, but it is far from the only option available to players.
There are two way to apply medicine, Topical and as a Solution.
Topical.
These are applied to the skin, or in contact with the wound directly, and when used on a wound, must be bound with bandages. The medicine must stay on for a period of time in order to be effective, usually a short rest. They are generally made from herbs, oils, and may include other minor parts from minerals, insects, or various animals. Names of different topical medicine include: balm, cream, oil ointment, poultice, and salve.
Solution.
Solutions are medicine that has been mixed in a liquid of some form, usually water or alcohol, and must be taken orally. Drinking a solution quickly takes 3 Action Points, but you can take your time to get the full effect of a solution by spending 5 Action Points to try and get all the solution. Doing so ignores the dice roll and you instead take the maximum for the solution if the solution has a dice roll in the effect. Certain solutions don't allow this and are stated in the description. Examples of solutions include: draught, elixir, potion, serum, tincture, and tonic.
Antitoxins are medicines designed specifically to counter the deadly effects of poisons, either crafted or natural.
Anti-paralytic (solution). A dose of anti-paralytic counters lesser and greater poisons that cause the paralysis status, and grants immunity to poisons of that type for 1 hour. For major and deadly poisons that give paralysis, the antitoxin grants advantage on defense rolls for 1 hour.
Anti-necrotic (solution). A dose of this antitoxin counters, and grants immunity to lesser poisons that cause necrotic damage for 1 hour. The recipient regains half of the damage lost to necrotic damage if taken before the end of the victim's next turn. It also grants advantage on defense rolls for greater poisons that do necrotic damage during that time.
Antitoxin, Lesser (solution). A creature that takes a dose of this concoction gains advantage on defense rolls on lesser poisons for 1 hour.
Antitoxin, Greater (solution). A dose of this concoction counters lesser poisons. The user also gains advantage on defense rolls against greater poisons for 1 hour.
Antitoxin, Major (solution). A dose of this concoction counters greater poisons. The user also gains advantage on defense rolls against major poisons for 1 hour.
Antitoxin, Superior (solution). A dose of this concoction counters major poisons. The user also gains advantage on defense rolls against deadly poisons for 1 hour.
Draw (Topical). This poultice is applied to a wound from a poisoned weapon. The next time the recipient would take damage from a failed defense roll, the damage is negated. The user has advantage on defense rolls on blood poisons that are lesser, greater, or major.
Focus (Solution). A dose of this antitoxin counters, and grants immunity to Truth Serum and any lesser and greater poisons that cause hallucinations, for 1 hour. Against major and deadly poisons of those effects, this medicine gives advantage on the defense roll for the duration.
Cures are medicine designed to restore the body in some way.
Minor Potion of Mana (solution). This potion restores 1d10 mana to the recipient. Due to the chaotic nature of the drink spending extra Action Points does not maximize the dice roll.
Lesser Potion of Mana (solution). This potion restores 2d10+1 mana to the recipient. Due to the chaotic nature of the drink spending extra Action Points does not maximize the dice roll.
High Potion of Mana (solution). This potion restores 3d10+3 mana to the recipient. Due to the chaotic nature of the drink spending extra Action Points does not maximize the dice roll.
Flawless Potion of Mana (solution). This potion restores 4d10+5 mana to the recipient. Due to the chaotic nature of the drink spending extra Action Points does not maximize the dice roll.
Minor Healing Potion (solution). Drinking this concoction restores 1d8+1 Health.
Healing Potion (solution). Drinking this concoction restores 2d8+2 Health.
Supreme Healing Potion (solution). Drinking this concoction restores 3d8+3 Health.
Lesser Stamina Potion (solution). This solution restores 2d4+4 Vitality when consumed.
Greater Stamina Potion (solution). This solution restores 4d4+8 Vitality when consumed.
Major Stamina Potion (solution). This solution restores 6d4+12 Vitality when consumed.
Superior Stamina Potion (solution). This solution restores 8d4+16 Vitality when consumed.
Ultimate Stamina Potion (solution). This solution restores 10d4+20 Vitality when consumed.
Restoration Potion (solution). This purple swirling liquid restores 1d4 Health and 3d6+6 Vitality when drunk.
Greater Restoration Potion (solution). This purple swirling liquid restores 3d4 Health and 6d6+12 Vitality when drunk.
Regeneration Elixir (solution). This elixir grants to recipient 1 Health per at the beginning of their first turn every round for 1 minute.
Restorative, General (solution). Depending on the circumstances behind the status, a restorative can be crafted to remove one of the following statuses from the patient: Blinded, Deafened, Incapacitated, Paralyzed, or Stunned. Each dose must be specially crafted for the status.
Restorative, Disease (solution). Each dose of this solution applies to a specific disease. Taking one dose allows the recipient to make a new defense roll with advantage against the disease. Even if the roll fails, the symptoms are relieved for 1d12 hours.
Restorative, Exhaustion (solution). Taking a dose of this restorative will temporarily remove the effects of 1 level of exhaustion for 24 hours. It does not affect the level of exhaustion itself.
Salve, Burn (topical). This salve is applied after taking fire damage to health. After taking a short rest, the recipient gains 1d6 Health that can negate that much fire damage. If the roll would heal more fire damage than the user has taken, then no extra healing is received.
Salve, Frost(topical). This salve is applied after taking cold damage to health. After taking a short rest, the recipient gains 1d6 Health that can negate that much cold damage. If the roll would heal more cold damage than the user has taken, then no extra healing is received.
Salve, Rot (topical). This salve is applied after taking necrotic damage to health. After taking a short rest, the recipient gains 1d6 Health that can negate that much necrotic damage. If the roll would heal more necrotic damage than the user has taken, then no extra healing is received.
Stabilizer (solutuion). One dose of Stabilizer can stabilize a dying creature, without requiring a medicine check. The creature must take a short rest before taking any further actions or receiving any further healing.
Tonic, Basic (solution). A Basic Tonic gives the recipient 10 temporary Vitality, not to exceed the creature’s maximum Vitality. This temporary Vitality lasts for 10 minutes.