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General Tabletop Discussion
*Dungeons & Dragons
Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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<blockquote data-quote="Xeviat" data-source="post: 7255288" data-attributes="member: 57494"><p>Inspiring Leader is (Cha+Level)*PCs*Short Rests. That’s the problem. Limiting it to 1/long rest would still be valuable. How many times can your boss give you a pep-talk and still have it invigorate you?</p><p></p><p>To everyone, yes, Magic Initiate offers more than just the first level spell slot. It offers the two cantrips. I consider the two cantrips to be a strong half a feat. The spell slot portion is simply weak. It’s hard to justify a primary spellcaster taking it, unless they’re cheesing some cantrip.</p><p></p><p>Healer isn’t so good in combat ... except that it is better than cure wounds. When does a max level cure wounds become better?</p><p></p><p>Level 1: Healer 1d6+5 (8.5) vs 1d8+3 (7.5)</p><p></p><p>Level 3: Healer 1d6+7 (10.5) vs 2d8+3 (12)</p><p></p><p>Okay, right away. But it still works, on an average party size, up to 12 times a day. Rather than limiting it per day, I’d rather add some of its ability to the healer Kit itself. Groups without this feat simply don’t last through a “full adventuring day” without sucking down potions. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7255288, member: 57494"] Inspiring Leader is (Cha+Level)*PCs*Short Rests. That’s the problem. Limiting it to 1/long rest would still be valuable. How many times can your boss give you a pep-talk and still have it invigorate you? To everyone, yes, Magic Initiate offers more than just the first level spell slot. It offers the two cantrips. I consider the two cantrips to be a strong half a feat. The spell slot portion is simply weak. It’s hard to justify a primary spellcaster taking it, unless they’re cheesing some cantrip. Healer isn’t so good in combat ... except that it is better than cure wounds. When does a max level cure wounds become better? Level 1: Healer 1d6+5 (8.5) vs 1d8+3 (7.5) Level 3: Healer 1d6+7 (10.5) vs 2d8+3 (12) Okay, right away. But it still works, on an average party size, up to 12 times a day. Rather than limiting it per day, I’d rather add some of its ability to the healer Kit itself. Groups without this feat simply don’t last through a “full adventuring day” without sucking down potions. Sent from my iPhone using Tapatalk [/QUOTE]
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Community
General Tabletop Discussion
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Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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