I see it as an ability that is very impressive early on, but one that does not scale as well later on. When enemies are hitting you for 10-20 points of damage a turn, getting back that HP every turn is very nice and allows for you to "burn" through an opponent by recklessly attacking.
As time goes on, the ability loses its luster. Exposing yourself to the penalty of reckless attack (granting advantage to enemies) starts becoming far more painful and deadly.
The temporary hitpoints are very nice to tack on an ability you already have, but it still requires care and choosing the right moments to use rather than making it a mandatory use every turn ability.
"Healing" five hitpoints a turn is nice, but when it means you get hit more often (keep in mind that 14 AC armor with +2 dex max), it is limited in just how useful it can be.
As time goes on, the ability loses its luster. Exposing yourself to the penalty of reckless attack (granting advantage to enemies) starts becoming far more painful and deadly.
The temporary hitpoints are very nice to tack on an ability you already have, but it still requires care and choosing the right moments to use rather than making it a mandatory use every turn ability.
"Healing" five hitpoints a turn is nice, but when it means you get hit more often (keep in mind that 14 AC armor with +2 dex max), it is limited in just how useful it can be.