D&D 5E Feat Balance: Healing Feats


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


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It was just an example. I can imagine it on several d8 classes, however. That would be 1.75 per level on average instead of 2 per average, and includes +1 Con save missing from tough. It also allows a 1 or 2 points that might have been built in contact to be applied to another ability score.

That's pretty comparable. The feat is low value without the high con but it can definitely have value. It's a system mastery feat.

If I am going for a 20 con anyway it would be better for most classes to build for 19 and add the feat over durable. A d10 gets 1 per level average healing and 1 per level from the con bonus for the same benefit as tough. And +1 Con save.

It's balanced with high con. Without high con not so much.
 

It was just an example. I can imagine it on several d8 classes, however. That would be 1.75 per level on average instead of 2 per average, and includes +1 Con save missing from tough. It also allows a 1 or 2 points that might have been built in contact to be applied to another ability score.

That's pretty comparable. The feat is low value without the high con but it can definitely have value. It's a system mastery feat.

If I am going for a 20 con anyway it would be better for most classes to build for 19 and add the feat over durable. A d10 gets 1 per level average healing and 1 per level from the con bonus for the same benefit as tough. And +1 Con save.

It's balanced with high con. Without high con not so much.

The feat might as well have a Con 17 requirement for how worthless it is for everyone below it.

That's not fair. If you end up with an odd Con and you have no other odd stats, then it's a no brainer, even if the chief benefit is tiny.

It's bad feat design. Take away the +1 con and add +1 hp/level, I say.
 

The feat might as well have a Con 17 requirement for how worthless it is for everyone below it.

That's not fair. If you end up with an odd Con and you have no other odd stats, then it's a no brainer, even if the chief benefit is tiny.

It's bad feat design. Take away the +1 con and add +1 hp/level, I say.

I think Horwath originally suggested it, but in order to make it useful for lower Con characters I'd simply have it give + 1 Con and maximize all Hit Die rolls made to recover hp during a short rest. That would make it potent for the tanky fighter who is likely to take the brunt of the damage in most encounters anyway. Useful, but not overwhelmingly so for most other characters. I mean, how often does the party wizard end the day out of HD? It's not a huge boost in power, since it doesn't help you during an encounter. It just makes it more likely to have full hp when entering an encounter provided you've recently had a short rest. Mostly it just prevents the adventure day from ending early merely because the tank is out of gas, which makes it as much a boon to the DM as the players (shhh, let the players know!). ;)
 

I think Horwath originally suggested it, but in order to make it useful for lower Con characters I'd simply have it give + 1 Con and maximize all Hit Die rolls made to recover hp during a short rest. That would make it potent for the tanky fighter who is likely to take the brunt of the damage in most encounters anyway. Useful, but not overwhelmingly so for most other characters. I mean, how often does the party wizard end the day out of HD? It's not a huge boost in power, since it doesn't help you during an encounter. It just makes it more likely to have full hp when entering an encounter provided you've recently had a short rest. Mostly it just prevents the adventure day from ending early merely because the tank is out of gas, which makes it as much a boon to the DM as the players (shhh, let the players know!). ;)

I think I'd be down for that. The more and more I think about it, though, the more I want to break the feats in half to avoid +1 stat feats.


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