D&D 5E Healing 101

Am I the only one that thinks the Healer feat is too good? I'm tempted to try out having healing kits do some of that healing on their own and have the Healer feat just add a bonus to it. It gives a lot more HP than Magic Initiate for Cure Wounds would give. Inspiring Leader also gives a lot. These feats feel so good that I'm surprised they aren't taken more in my games (maybe it's because offensive feats are sexier?).


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Am I the only one that thinks the Healer feat is too good? I'm tempted to try out having healing kits do some of that healing on their own and have the Healer feat just add a bonus to it. It gives a lot more HP than Magic Initiate for Cure Wounds would give. Inspiring Leader also gives a lot. These feats feel so good that I'm surprised they aren't taken more in my games (maybe it's because offensive feats are sexier?).

I think it's because most people play 5E on easy mode (i.e. DMG guidelines, no real chance of losing--like beating up on kindergartners). On easy mode, pumping offense makes players feel powerful and lets them blow through combats in less table time; and there's no real need to go for feats like Inspiring Leader and healer since short-rest healing and long rest healing cover all your needs.

I agree though that those feats are good. IMO Inspiring Leader is a bit better, especially since it gets you over that low-level hump (at first level, Inspiring Leader on a Cha 16ish character is like +8 to Con for everyone in your party!) and remains good later on--temp HP for everyone is harder to acquire than healing, and it's also more proactive, AND it works on minions (hirelings or summons, if you speak their language). The best part of the Healer feat is the unlimited heals-from-zero-HP.
 
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I may add negative HP to my games. But I'm also still strongly considering a WP/VP type system.


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To enforce the danger, I changed it so HP doesn't reset after a long rest; the PCs have to spend hit dice after a long rest to heal, just as they do after a short rest, then they get half their current hit dice back after spending any that they wish. On top of that, failed death saves don't reset until after a long rest. It makes for a fairly simple series of changes, with wide-ranging implications.
 

To enforce the danger, I changed it so HP doesn't reset after a long rest; the PCs have to spend hit dice after a long rest to heal, just as they do after a short rest, then they get half their current hit dice back after spending any that they wish. On top of that, failed death saves don't reset until after a long rest. It makes for a fairly simple series of changes, with wide-ranging implications.
I did a similar change in my campaign. Even "just" hit dice that is still a very substantial amount of natural healing. But it makes a big fight have more consequences.

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To enforce the danger, I changed it so HP doesn't reset after a long rest; the PCs have to spend hit dice after a long rest to heal, just as they do after a short rest, then they get half their current hit dice back after spending any that they wish. On top of that, failed death saves don't reset until after a long rest. It makes for a fairly simple series of changes, with wide-ranging implications.

We're switching to this system for our new campaign which starts today. And lingering wounds if you drop to zero.
 

We're switching to this system for our new campaign which starts today. And lingering wounds if you drop to zero.

Oh, I love lingering wounds. Keep in mind, though, that you should apply them to monsters and NPCs as well as PCs; there's nothing so amazing as ending a fight after the cleric gets a spear through the chest and a collapsed lung and then, in a fit of perfectly-timed rage, the barbarian lops off the thrower's arm. That was just so delicious it had the party cheering, as the cleric coughed up blood and the bard saw to her wounds.

I'll say, however, that I do lingering injuries just slightly differently than presented in the DMG.

A creature takes a lingering injury when one or more of the following occurs:
1. When a creature takes a critical hit, the attacking creature rolls 1d20; on an 11-20, the target takes a lingering injury.
2. When a creature drops to 0 hit points but isn't killed outright, the attacking creature rolls 1d20; on an 11-20, the target takes a lingering injury.
3. When a creature rolls a natural 1 on a saving throw against a trap or magical effect, the DM rolls 1d20; on an 11-20, the triggering creature or creatures take a lingering injury.
4. When a creature fails a death saving throw by 5 or more, or automatically fails a death saving throw for any reason, they take a lingering injury.
 

Am I the only one that thinks the Healer feat is too good? I'm tempted to try out having healing kits do some of that healing on their own and have the Healer feat just add a bonus to it. It gives a lot more HP than Magic Initiate for Cure Wounds would give. Inspiring Leader also gives a lot. These feats feel so good that I'm surprised they aren't taken more in my games (maybe it's because offensive feats are sexier?).
Healer and Inspiring Leader are indeed extremely powerful. 5th edition is already running on easy mode; these feats are definitely not needed.

About the only thing they've got going for them is that they are both "party feats". Just like you say, as long as each player optimizes his own character (over the party as a whole) they tend to not get taken, and all is well :)
 

Healer and Inspiring Leader are indeed extremely powerful. 5th edition is already running on easy mode; these feats are definitely not needed.

About the only thing they've got going for them is that they are both "party feats". Just like you say, as long as each player optimizes his own character (over the party as a whole) they tend to not get taken, and all is well :)

I had a lore bard with the healing feat, and yes, it is powerful. Makes healing kits way too magicy. In a different group, we had a Paladin with Inspiring Leader, which was also very powerful. Our players enjoy taking the party feats, so these two will continue to be popular. Not a huge problem, since it benefits everyone, but still maybe a little wonky?
 
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i implemented similar rules at the start of my current campaign. No HP back on a long rest and 1/2 HD on a long rest. Must use healer's kit to get HP back on a short rest.

I also implemented, with a vote by the players, to give one level of exhaustion every time you drop to zero HP. Exhaustion gained this way is removed upon a long rest.

The net effect is to slow the game down. The players have adapted enough to still be able to accomplish almost everything in one go. But it does mean they have to take a few days to get ready for the next challenge. The benefit is the players don't rocket up in level and they can do more in the game world outside of the combat, namely social interaction and non-dungeon exploration.

I find, as a DM, that it's a good thing.
 

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