CM
Adventurer
Healer is great for patching people up between fights while kicking in doors and so on, when long concentration spells are still rolling and time is limited, but it's usually a pretty bad choice in combat past level 3-5. There are usually more effective things you can be doing.
The fact that it's limited to one use per character per short rest prevents it from really being overpowered.
Of the three campaigns i'm involved in that have reached level 10, one has a character with inspiring leader (a rogue), one has a character with healer (my own bard). The third has neither, but does have a bladesinger/4e swordmage with custom abilities that mitigate a fair amount of damage, a protection paladin (lay on hands and save aura), and a circle of life druid (a homebrew which gets some spell damage & healing die re-rolls in lieu of wild shape).
I wouldn't call either feat a must-have or overpowered, but they certainly can reduce the need for a dedicated healer character.
The fact that it's limited to one use per character per short rest prevents it from really being overpowered.
Of the three campaigns i'm involved in that have reached level 10, one has a character with inspiring leader (a rogue), one has a character with healer (my own bard). The third has neither, but does have a bladesinger/4e swordmage with custom abilities that mitigate a fair amount of damage, a protection paladin (lay on hands and save aura), and a circle of life druid (a homebrew which gets some spell damage & healing die re-rolls in lieu of wild shape).
I wouldn't call either feat a must-have or overpowered, but they certainly can reduce the need for a dedicated healer character.