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<blockquote data-quote="trs31" data-source="post: 8787651" data-attributes="member: 21273"><p>I may be a little late to the party but would this be a reasonable compromise for a revised healing feat?</p><p></p><p>HEALER</p><p></p><p>You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:</p><ul> <li data-xf-list-type="ul">As an action, you can spend one use of a healer's kit to tend to a creature within 5 feet and restore 1 hit dice. The creature can't benefit from this feature again until it finishes a short or long rest.</li> <li data-xf-list-type="ul">As an action, you can spend one use of a healer's kit to tend to a creature within 5 feet. That creature can expend one of its hit dice and roll that dice. The creature regains hit points equal to the roll plus the higher of its Constitution modifier or your Proficiency bonus. If the creature is suffering from a disease or poison that allows a saving throw to end its effects they may immediately make a new saving throw, adding the result of the dice roll. If they fail they suffer no new ill effects from the failure although they can still suffer the ill effects of future failed saving throws.</li> <li data-xf-list-type="ul">Whenever you roll a dice to determine the number of hit points you restore with this feat or with a spell, you can reroll the die if it rolls a one.</li> </ul><p></p><p>This lets you restore 1 hit dice per character per short rest in addition to the benefits of the new feat. The creature can then spend that extra hit dice either during their next short rest or, if you expend a second use of a healers kit straight away. It's not quite as good as an extra 1d6+4+Level healing per short rest but you get the other benefits too. You can also try to cure disease or poison with it now too, but the recipient must expend a hit dice (they may or may not need the healing) and this process may need to be repeated if the save fails or if multiple saves are needed to recover from the disease or poison. This means your healer can end up spending quite a long time and quite a lot of uses of their healers kit ministering to the ill.</p></blockquote><p></p>
[QUOTE="trs31, post: 8787651, member: 21273"] I may be a little late to the party but would this be a reasonable compromise for a revised healing feat? HEALER You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: [LIST] [*]As an action, you can spend one use of a healer's kit to tend to a creature within 5 feet and restore 1 hit dice. The creature can't benefit from this feature again until it finishes a short or long rest. [*]As an action, you can spend one use of a healer's kit to tend to a creature within 5 feet. That creature can expend one of its hit dice and roll that dice. The creature regains hit points equal to the roll plus the higher of its Constitution modifier or your Proficiency bonus. If the creature is suffering from a disease or poison that allows a saving throw to end its effects they may immediately make a new saving throw, adding the result of the dice roll. If they fail they suffer no new ill effects from the failure although they can still suffer the ill effects of future failed saving throws. [*]Whenever you roll a dice to determine the number of hit points you restore with this feat or with a spell, you can reroll the die if it rolls a one. [/LIST] This lets you restore 1 hit dice per character per short rest in addition to the benefits of the new feat. The creature can then spend that extra hit dice either during their next short rest or, if you expend a second use of a healers kit straight away. It's not quite as good as an extra 1d6+4+Level healing per short rest but you get the other benefits too. You can also try to cure disease or poison with it now too, but the recipient must expend a hit dice (they may or may not need the healing) and this process may need to be repeated if the save fails or if multiple saves are needed to recover from the disease or poison. This means your healer can end up spending quite a long time and quite a lot of uses of their healers kit ministering to the ill. [/QUOTE]
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