D&D 5E (2024) Healing Isn’t What You Think: The Value Curve Across a Fight

The other thing not being discussed much in this thread is the value of temporary HP or increases to maximum HP, outside of combat. Spells like Aid and Heroes' Feast, and the Inspiring Leader feat have a high benefit. And they're cheap in the action resource economy, because they're done outside of combat.
 

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The other thing not being discussed much in this thread is the value of temporary HP or increases to maximum HP, outside of combat. Spells like Aid and Heroes' Feast, and the Inspiring Leader feat have a high benefit. And they're cheap in the action resource economy, because they're done outside of combat.

I have found Fiendish Vigor to be extremely effective on a front line Martial, especially one with a high AC. The fact you can cast it after every combat for 12 temp hit points means you have a ton of extra healing for the day if you have a lot of fights. On Warlock Gish-type characters I am often choosing between this and the tough Feat through Lessons of the First Ones and I find Fiendish Vigor has a much higher payoff overall.
 

It depends on whether there are other sources of temporary HP such as Inspiring leader, and whether you have sufficient healing resources. If not, then Fiendish Vigor is better than Tough if you have lots of combats per day. Tough increasing your HP by +2 per level will be better from level 7 onward, if you have sufficient healing or other sources of temporary HP. I would definitely prefer Tough at higher character levels, as there is usually enough healing to recover after battles in the campaigns that I have played in.
 

I just discovered something about death…

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item.

So even if you do have Revivify available, the revivified teammate may be a shadow of their form selves if the three attuned items they depended on no longer work for them.

Another reason for preemptive healing rather than risking going down and getting a killing blow right after…
 

It depends on whether there are other sources of temporary HP such as Inspiring leader, and whether you have sufficient healing resources. If not, then Fiendish Vigor is better than Tough if you have lots of combats per day. Tough increasing your HP by +2 per level will be better from level 7 onward, if you have sufficient healing or other sources of temporary HP. I would definitely prefer Tough at higher character levels, as there is usually enough healing to recover after battles in the campaigns that I have played in.

IME Fiendish Vigor is generally better than Tough at most levels. The fact you can recharge it at will is what makes it better. At very high levels (15+) Tough becomes competitive but before that FV is better IME.

Inspiring Leader is a great feat too, but it requires a Rest to do it. The great thing about Fiendish Vigor is it is at will and there are not a lot of those abilities in game.
 

IME Fiendish Vigor is generally better than Tough at most levels. The fact you can recharge it at will is what makes it better. At very high levels (15+) Tough becomes competitive but before that FV is better IME.

Inspiring Leader is a great feat too, but it requires a Rest to do it. The great thing about Fiendish Vigor is it is at will and there are not a lot of those abilities in game.
A thing I learned while reading up on Fiendish Vigor.
It desperately needs errata. There's no limit on how many times you can cast it.
 

Agree with the OP. Healing in combat becomes more relevant the longer the combat goes on, regardless of the number of enemies remaining. Healing is a resource converter. You are changing spell slots/actions into hp. PCs lose hp round by round and by virtue of attrition cannot fight forever. Healing extends the fighting duration and makes sense situational when it provides a greater benefit than using another action to shorten the fighting duration. When you get to round seven and all of the PCs are at single digits, spot healing becomes mightily attractive.

My reasoning on when to use in-combat healing:
1. An ally has gone down.
2. An ally will go down in one hit otherwise.
3. As a hedge against a critical hit.
4. To mitigate environmental, zone or chip damage to keep an ally out of the "danger zone". This is most important when you combine low-level ongoing damage with dangerous heavy-hitting opponents.
5. I am not in a position (or don't want to endanger yourself) to make an effective attack.
6. I want to save other resources, such as higher-level spell slots.
7. To help another player get a cool moment of spotlight time more safely. If the fighter has a cool idea for an action surge, but only 15hp left, give them a heal and let them shine a bit.

I, for one, am happy that in-combat healing isn't the superior option in all cases. It's great that it exists as a situational option that requires a bit of intuition and calculation on the player to manage effectively. In combat, healing is rarely wasted while delaying too long for optimal efficiency can result in disaster. A classic risk vs. reward/press your luck mechanic.

For DMs wanting to press the party into more combat healing territory, longer and more arduous combats are necessary. That requires:
1. Generally more opponents than fewer. Spread out rather than clumped to avoid easy AoEs or arriving in waves. If using a solo, you really need to go hard on the other points to make it a fair fight.
2. At least one source of consistent damage, environmental hazards, creature auras, AoEs, traps, spell zones, or multiple ranged attacks. Ongoing attrition is key.
3. Ways to mitigate the most potent PC tactics of focus-firing, save or suck zones and so on, to prevent alpha strike/nova-ing and shortening the combat significantly. Darkness, cover, anti-magic zones or whatever weirdness. Obstacles that can be circumvented with tactics are better here than blanket bans as you're looking to delay victory not make it impossible.
 

The other thing not being discussed much in this thread is the value of temporary HP or increases to maximum HP, outside of combat. Spells like Aid and Heroes' Feast, and the Inspiring Leader feat have a high benefit. And they're cheap in the action resource economy, because they're done outside of combat.
For abilities like that there's generally 3 major considerations.
  1. Duration of those hp may expire before the recipient is actually hit.
  2. Even assuming they are up in an encounter where the recipient is hit, they often require a resource that may provide more value if used for something else other than the temp hp, whether that's another spell slot or another feat.
  3. The retroactive nature of regular healing means it's more efficiently applied to where it's actually needed and can also be applied to downed allies.
From my perspective that makes the optimal time to use such abilities when you expect the adventuring day will be short, such that you likely won't be able to all your slots on generally more efficient spells, because if you can use your slots on more efficient spells then it will be more valuable to do so.

That said, I think Inspiring Leader is impressively good, mostly because it's incredibly efficient for a temp hp source and other feats are more comparable to that than better spells are to aid.

In general the abilities that allow temp/max hp are all over the place on specifics, so it's hard to draw general conclusions about their performance/optimal use cases.
 

The Aid spell lasts 8 hours and Heroes' Feast lasts 24 hours. Inspiring Leader lasts until your next rest (or if the temporary HP are used up). So I don't think duration is an issue for any of these.

I do agree that a 1 hour temporary HP buff may not be worth it, if it costs a spell slot.
 

The Aid spell lasts 8 hours and Heroes' Feast lasts 24 hours. Inspiring Leader lasts until your next rest (or if the temporary HP are used up). So I don't think duration is an issue for any of these.

I do agree that a 1 hour temporary HP buff may not be worth it, if it costs a spell slot.
I was mostly thinking about the 1 hour style spells as well, but even 8 hours isn’t all day and can expire.
 

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