D&D 5E Feat Balance: Healing Feats

Xeviat

Dungeon Mistress, she/her
Hi everyone.

Feats aren't balanced. Not remotely. I love that feats are supposed to be balanced around a +2 ability score bonus. It gives us a good baseline for how good feats should be.

Many miss this mark.

I've been looking into healing in 5E. My DM style, having fewer, more challenging fights, has been requiring a lot of healing for my players' characters. So I was a little worried about how much healing was necessary. I envisioned characters wearing those hydration backpacks, but filled with healing potion: at 50 gp a swig, there's not much else to spend your money on after the basics without a magic item economy.

I once came in concerned about Bardlocks having short rest healing. Boy, was I worried about nothing. Somehow, I had overlooked the Healer feat. So, I wanted to look at the Healing and HP feats and see how they stack up to each other.

+2 Con
This should be our baseline. It grants +1 HP per level, +1 healing per HD (since these recover at 1/2 per day, this is +0.5 healing per level), +1 Con saves, and possibly +1 Con checks (though I feel like anything here would be a save). So, for hp, half a feat is nearly worth +1.5 hp over the course of the day.

Tough
This is the next most simple. +2hp per level. You lose out on the +1 con saves, but if you roll well on HD healing, you can get extra out of it. Seems pretty decent (I've used it on example builds at the end when I ran out of useful feats to take).

Durable
This depends on how you interpret it. Either, the 2x con mod floor is for the total (roll plus modifier), or the floor is for the roll and modifier is still added. If it's total roll, it's terrible, adding between +0.04 to 0.38 HP over the course of a day (remembering half HD recovery, so we're spending half each day). If the floor is on the dice rolls, at best it's +1.75 hp per level per day, and at worst +0.08.

It is a half feat, as it grants +1 con, so if Con is your only odd stat (doable with a +2/+1 stat race and the default array), it's better than +2 con. If we compare it to half a feat, (or half toughness, so +1 hp per level) then it is only worth it IF you read it as a floor on the dice roll AND you have a Con of 16 AND you have a d6 (a d8 is 0.94 hp per level, so almost good enough). If you have an 18 con, more opens up.

The fact that this feat is so widely different for different characters is annoying. A flat +2 healing per HD would be far more fair.

Magic Initiate
Okay, I'm stretching a little, but this kind of proves a point for me. Half of magic initiate is 1 1st level spell per day. You could take cure wounds. You get to heal 1d8+Wis or Cha mod, once per day. With a 14 stat, or 6.5 healing, it matches Tough's 6 HP at level 3. Past that, it's bad. I almost feel like it should scale in some fashion, especially after clarifications say that you can't use this spell with your slots unless your slots come from that class (so no magic initiate bard for you, warlocks).

For this purpose, don't do it.

Healer
Immediately, this is better than everything else. Healing for +1d6+4+level of target for the low low price of 5 sp? Sign me up. 3 times a day (with two short rests) on all your party members! That's potentially 90+(level*12) hp per day. Only on yourself it is 22.5+(level*3) hp per day. This is so good, I'd be surprised if it wasn't a "required" feat for a minmaxed group.

Inspiring Leader
Temp HP is basically healing as long as the temp HP doesn't expire before you use it. Like Healer, it works on the whole party, but this doesn't cost 5 hp per pop. With a 4 person party, three times a day (once per rest), it grants a grand total of up to (cha mod*12)+(level*3), or nearly as much as healer. Definitely a great feat. Even just on yourself it is (cha mod+level)*3 per day, which is more than Tough.

Durable is clearly weak, except when it's strong. Tough should be the baseline, along with +2 Con. Healer and Inspiring Leader are very strong. Magic initiate isn't good for 1 heal per day.

What do you think of these feats? I had been wanting to stealth nerf healer by making a default heal action for healer's kits and just having the healer feat provide a bonus. But that wouldn't affect Inspiring leader, which is in the same ballpark of healing.


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Yes it is I would recommend the healer feat for the spellcaster types or a variant human at level 1. It restores HP better than the healing domain.

It also works well with a thief using it (quick hands) and the ol 1 hp whack a mole strategy.
 

Healer
Immediately, this is better than everything else. Healing for +1d6+4+level of target for the low low price of 5 sp? Sign me up. 3 times a day (with two short rests) on all your party members! That's potentially 90+(level*12) hp per day. Only on yourself it is 22.5+(level*3) hp per day. This is so good, I'd be surprised if it wasn't a "required" feat for a minmaxed group.

Inspiring Leader
Temp HP is basically healing as long as the temp HP doesn't expire before you use it. Like Healer, it works on the whole party, but this doesn't cost 5 hp per pop. With a 4 person party, three times a day (once per rest), it grants a grand total of up to (cha mod*12)+(level*3), or nearly as much as healer. Definitely a great feat. Even just on yourself it is (cha mod+level)*3 per day, which is more than Tough.


*snip* What do you think of these feats? I had been wanting to stealth nerf healer by making a default heal action for healer's kits and just having the healer feat provide a bonus. But that wouldn't affect Inspiring leader, which is in the same ballpark of healing.

Inspiring Leader is "better" for a mini-maxer in a couple of ways: better logistics, works proactively, and works on minions. (Inspiring Leader can triple a hobgoblin minion's HP by adding +25 temp HP, but Healer only heals an amount dependent on the target's HD, so maybe 5 HP.)

Healer is better for healing all the way back up to full, but that's not really a thing in 5E because long rests are so efficient. But, where Healer really shines is in pop-up healing: you can revive someone from zero HP to 1 HP as many times per short rest as you have Healer's Kit uses. You think trolls are annoying and just won't die? Try a group of PCs with a Healer Thief using Fast Hands. Using the 1d4+HD restoration prevents further pop-up healing, so save the 1d4+HD restoration until right before a short rest.

Both feats are great fun.
 

According to Mearls, Durable applies before your Con modifier and can allow you to regain more than your hit die would normally allow. So a 20 Con Wizard regains 15 hp for every hit die spent.
(Read all the way to the end.) http://www.sageadvice.eu/2014/09/01/durable-feat/

That said, I think your math is a bit misleading. Sure, looked at exclusively from the standpoint of how many HP are available to the party over the entire course of an adventuring day, Durable is weak compared to Healer.

For starters, I would never take Durable unless I had an odd Con, but that's true of most of the half feats.

However, assuming you have a good Con (ideally 19) before taking Durable, if looked at from the point of a single short rest Durable is far better. Damage is rarely distributed evenly throughout the party. Melee characters frequently get far harder hit than ranged or casters. After a fight, the fighter and rogue might be barely standing while the bard and the wizard may have not even been scratched. In that case Healer is only worth an average of 15 + 2(level) hit points, whereas Durable not only reduces the number of hit dice the fighter has to expend by 33% (and is thus effectively worth 1/3 of the fighter's total hp) but it is also giving him all the benefits of a +1 to his Con modifier.

It's all about the right tool for the right job. Your absolutely correct that a screwdriver is a terrible hammer. Of course, when dealing with screws, hammers tend to make terrible screwdrivers.

Healer is great for long term longevity. It's also great for getting someone up from 0 hp, if you happen to have a rogue of the thief archetype in your party. However, if you were reduced to 0 hp in the last fight and now need to heal during a short rest, Durable is better.
 

Healer is great for long term longevity. It's also great for getting someone up from 0 hp, if you happen to have a rogue of the thief archetype in your party. However, if you were reduced to 0 hp in the last fight and now need to heal during a short rest, Durable is better.

Maybe Durable should be renamed Resilient. And Resilient should be renamed Durable. :)
 

Durable is only better than Tough if you have a very high Con if you follow Mearls's interpretation.


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Durable is only better than Tough if you have a very high Con if you follow Mearls's interpretation.


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But it can be good and it can be better than tough with that exceptionally high con. It works better the lower the hit die to go with the high con. It's balanced or not dependent on system mastery and investment. A 17 con wizard gets a lot out of it with the top up and overall effect treating a 1, 2, or 3 on a hit die roll as a 4 on hit die healing in order to make the 8 minimum.

It essentially gives low roll protection on that healing.

Depending on the build it can be a good feat and without a high con it can also be junk, which is more often the case. It's a system mastery feat.

Healer and inspiring leader are great healing feats but specific to a certain type of build that carries an opportunity cost in offense or defense. It should be noted that 2 characters taking healer or inspiring leader is not helpful but tough or durable would be. There is a lack of benefit doubling up on some feats.
 

I cannot imagine a 17 con wizard. I'm busy bumping my int and then dex.


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I cannot imagine a 17 con wizard. I'm busy bumping my int and then dex.
Mountain dwarf abjurer tank wizard? Wizard is actually nice because it's playable (not optimal, but quite functional) without being Int-primary with the right spell choices.
 

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