D&D 5E Ban Variant-Human! Impact?

Here's the text currently in D&D Beyond (emphasis mine):

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
 

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You mean out of combat. Which...is not very meaningful as hit dice do that better. Out of combat healing just is not an impressive thing. Mass cure is good because of in-combat all-at-once-to-everyone effects. Healer feat just doesn't do anything like that.

Out if combat the healer feat heals more than a hit dice and refreshes a lot faster.

No one in my current group used it this time around and it's just improved the game so much.
 

Is that how you read it? It's written weirdly, but it seems to me, RAW, the 1 hp part is limited to once per rest, too. I think arguably the only part the thief can use at all as a bonus action is the 1 hp part, since the other part specifically calls out "as an action", and specific beats general. But I imagine there have been rulings about this of which I'm not aware.

I thought everyone read the 1 hp part as unlimited.
 






Healer is one of the feats I think is too much that early. It's a lot of healing for a cheap resource. I don't think it's so bad later as healing spells improved. It's a nice supplement at that point. It's a lot for the first couple of levels.
 

Healer is one of the feats I think is too much that early. It's a lot of healing for a cheap resource. I don't think it's so bad later as healing spells improved. It's a nice supplement at that point. It's a lot for the first couple of levels.

I think it's goodness goes beyond the first few levels.
 

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