Olgar Shiverstone
Legend
Nah, it's a self-application tourniquet.
Anyone else find this feat immersion breaking? An action to use a healer's kit to heal 1d6+4 hit points plus additional hit points equal to creature's level? What could possibly be done in less than 6 seconds? That's the quickest bandaging I've ever heard of, all while in the midst of combat.
Me? Sure. And "mundane healing" in my mind can include bandages made of white linen blessed by a healing goddess, salves made of rare medicinal herbs, and splints from trees said to improve healing.
But this isn't about me, it's about YOU! So is there basically no way this can work for you as it is? If so, what would you like to change about it?
You're taking hit points too literally as wounds. A character can be banged up and have full hit points, and he can be banged up and have low hit points. Think of the Healer feat as the ability to quickly give someone a whiff of smelling salts or a salve that dulls his aches and pains.
The easiest way to alleviate that is to change a round from six seconds to 30 seconds. In 30 seconds you can, at the very least, tie a quick torniquet to stop a bleeding, or rub some salve over a nasty scrape to stave off infection.
Sure, RG, I was more replying to the overall tone of the thread.I think a game like 5e needs to be built acknowledging that different people have different definitions for "hit points," and that the game can't presume or assume any one definition -- which is why I'm happy that, as far as I can tell, a healer's kit isn't exactly an essential thing. But maybe there'd be something even better for those who want more concrete believability there?
The description simply says it has bandages, salves, and splints. It costs 5gp. For all intents and purposes, it is meant to be mundane healing. I mean even if you accepted it has magical components in it, does he use a spray bottle?