depending on your character: eldritch blast, shield, shillelagh.
It otherwise increases versality, not raw power.
I value versality high. So I like magic initiate.
Healer feat now allows you to patch up someone in mere seconds, even if you use all HD. Also sounds like increased versality. The power level has to be finetuned.
Well, there is half your problem right there. Shield isn't a cantrip, its a first level spell. Obviously it would be overpowered to allow that as a cantrip.
Eldritch Blast is very good, but without Hex and Agonizing blast it isn't overpowered IMO
Shillelagh is pretty good, but you need to combo it for it to really be worth being called overpowered. And even then, it isn't overpowered compared to anyone else using a melee weapon with the same combos.
I also value versatility, but feats have to allow you to do MORE than you otherwise would be capable of. The old version of healer allowed you to heal a target once per short rest at no cost to future healing. This new version gives you a weaker version of your future healing, to have it now. Which has uses, but this also needs to compete with getting spells. I could get Magic Initiate and have a 1/day 1d8+3 heal AND two cantrips, and that heal WON'T prevent me from taking a short rest and healing again later. Battle Medic does prevent that future healing. Even if at later levels it does so less, it is still a drain that doesn't need to happen. Giving 1 free heal won't break anything, and would allow you to feel more like a healer.
No. Never mentioned 3.X*
I see, you are probably in edition warring mode so everything has to come down to 3.X vs 4e?
Wow. Accusations of edition warring straight out of the gate. Wonderful.
No, actually I went back and re-read the post in question and you just have terrible choices in presentation.
You wrote: "I think, level 3 5e character would be better."
Which I saw as: "I think, level 3.5e character would be better."
So, a misreading because you put two numbers with different purposes next to each other, in a broken fragment of a sentence, not me being in an "edition warring mindset"
I said at level 3, you can heal 3 times per day for about 1/3 of their health.
Example: barbarian, con 14.
HP: 14 + 9 + 9 = 32
HD: d12(+2) x 3
Use of the healer feat is d12 + 2, average 8.5, with reroll a bit higher. So a bit more than 1/4 HP
I assumed con is included in the hit die, so I assumed 10.5 HP healed. Which is relative closw to 1/3 hp
I would not assume con gets added, since they worded it in such a way that it wouldn't be added.
But, let's look at some of the context here, right? You want to compare a level 3 character from 5e to a level 1 character from 4e, on the basis of this healing. So, this 3d12+6 gives us 25.5 hp which is 80% of their Max HP. And when they short rest they get... nothing. And when they long rest they get back 2 HD, leaving them weaker for the next day.
So, we are comparing this to a 4e character at level 1, right? So, a Barbarian at level one, with a 14 con would have... TEN healing surges. Each surge would give (for a character with 32 hp) 8 hp (same as your 1d12+2, except static and not an average) meaning that they could recover 80 hp over the course of the day
if no one used a power which gave them a bonus to that healing.
So... no, yet again, this is not "close enough" Hit Dice are not like Healing surges. They work VERY differently under VERY different paradigms. So we should judge 5e stuff by how it works in 5e, not poorly equate it to things it really isn't anything like.
It is in the spirit of the warlord, as inspiring word uses the healing surge of the receipient.
Last time I checked, healing surges were also per day...
Sure, that level 1 Barbarian has 10 surges per day. And at the end of a long rest.. they regained 10 of them, not half of them.
Additionally the Warlord's Inspiring Word allows you to spend a healing surge
AND HEAL AN EXTRA 1D6. So, if those surges were all healed via Inspiring word, at 1st level it wouldn't be 80 hp gained, but 10d6+80 or 115 hp. For a character with 32 hit points.
And the Warlord would eventually add +6d6 extra healing, per surge, by level 26. Making that even more hp. And it was a bonus action.
So, on one hand, you have an ability that would allow you to recover three times per day, for an average of 80% of your hitpoints, and leave you weakened for the next day. And on the other hand you have an ability that allows you to recover ten times per day, for an MINIMUM of 250% of your hp, a potential average of 360% of your hit points, and doesn't impact your performance the next day at all/
So, yet again. You are completely off base with your comparison. These two systems are NOTHING alike, because HD are far far far weaker than the healing surge system. By a lot.