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*Dungeons & Dragons
Healer Feat
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<blockquote data-quote="Chaosmancer" data-source="post: 8756893" data-attributes="member: 6801228"><p>I am absolutely fine with them adding a little bit of extra so that the magical classes can benefit. It doesn't need to take away from the healing of the Healer feat in anyway, because as [USER=6854936]@Sorcerers Apprentice[/USER] points out, the Healer feat was middling at best in terms of power to begin with. </p><p></p><p>I also agree with [USER=6788732]@cbwjm[/USER] that the BIG question of the feat is whether or not you can benefit from the Con Mod of the person you are healing. Without that, the healing is incredibly anemic. It is nice that they can now heal multiple times per single short rest, but the amount of healing compared to just taking a short rest is troublesome.</p><p></p><p>What I ended up doing (and will be suggesting to them) was the following</p><p></p><p><strong>Battle Medic:</strong> If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature regains 1d6 + 4 + your proficiency modifier hit points. They cannot regain hit points this way again until they finish a short rest, unless they spend a Hit Die.</p><p></p><p>If a creature expends a Hit Die for this healing, then they regain HD + Their Con Mod + Your Prof Bonus hit points instead.</p><p></p><p></p><p>Basically, I combined them. You get one free 1d6+4+prof per short rest, similar but weaker than the original (which was 1d6+4+level). Then spending the HD is a choice to keep going, and they get a bonus to the HD being spent compared to just taking the short rest, since they get +your prof as part of the healing. </p><p></p><p></p><p>This may not be a HUGE thing for most tables, since a lot of them don't use HD, but I basically need to make it something like this, because I switched ALL healing (including Long Rests) to HD a while back. That makes them much much more valuable, since they are the only source of non-spell, non-item healing people have and you still only recover half on a long rest. Giving them a way to spend them but reduce the effectiveness? That'd be bad for my groups.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8756893, member: 6801228"] I am absolutely fine with them adding a little bit of extra so that the magical classes can benefit. It doesn't need to take away from the healing of the Healer feat in anyway, because as [USER=6854936]@Sorcerers Apprentice[/USER] points out, the Healer feat was middling at best in terms of power to begin with. I also agree with [USER=6788732]@cbwjm[/USER] that the BIG question of the feat is whether or not you can benefit from the Con Mod of the person you are healing. Without that, the healing is incredibly anemic. It is nice that they can now heal multiple times per single short rest, but the amount of healing compared to just taking a short rest is troublesome. What I ended up doing (and will be suggesting to them) was the following [B]Battle Medic:[/B] If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature regains 1d6 + 4 + your proficiency modifier hit points. They cannot regain hit points this way again until they finish a short rest, unless they spend a Hit Die. If a creature expends a Hit Die for this healing, then they regain HD + Their Con Mod + Your Prof Bonus hit points instead. Basically, I combined them. You get one free 1d6+4+prof per short rest, similar but weaker than the original (which was 1d6+4+level). Then spending the HD is a choice to keep going, and they get a bonus to the HD being spent compared to just taking the short rest, since they get +your prof as part of the healing. This may not be a HUGE thing for most tables, since a lot of them don't use HD, but I basically need to make it something like this, because I switched ALL healing (including Long Rests) to HD a while back. That makes them much much more valuable, since they are the only source of non-spell, non-item healing people have and you still only recover half on a long rest. Giving them a way to spend them but reduce the effectiveness? That'd be bad for my groups. [/QUOTE]
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