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How good is the healer feat compared to Hit Dice?
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<blockquote data-quote="jgsugden" data-source="post: 8033402" data-attributes="member: 2629"><p>It does not specify the number of hands required, but does specify what you do with it. I would call it an interpretation, not a house rule.</p><p>At low levels - true. But the cost to get it at low levels is a lot of offense or utility lost.</p><p></p><p>I find that healing, in general, in 5E is a losing proposition in combat unless you can do it as a bonus action. MOst of the time, you lose one action to heal and the amount you heal is less than the damage inflicted the following round by the enemy. It may buy you an extra round for other combatants to act, but an effective offensive spell or ability that shortens the combat by a round may do as much, or more, for the PCs. </p><p></p><p>And this is not universally superior to other healing. Let's look at a common scenario - Bob and his allies go into a dungeon and fight a solo monster. Bob is the tank, and Bob draws most of the attacks. Bob is 12th level and has 100 hps, and takes 80 in damage while everyone else is undamaged. This feat will restore d6+16 hps. What would a cleric ally be able to restore? More than 20 hps, right?</p><p></p><p>It is a big investment. It is effective. It does not break the game. However, if you feel it is too strong, you may want to consider what the use of the feat actually would entail and require PCs to make available enough hands and resources to pull it off.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8033402, member: 2629"] It does not specify the number of hands required, but does specify what you do with it. I would call it an interpretation, not a house rule. At low levels - true. But the cost to get it at low levels is a lot of offense or utility lost. I find that healing, in general, in 5E is a losing proposition in combat unless you can do it as a bonus action. MOst of the time, you lose one action to heal and the amount you heal is less than the damage inflicted the following round by the enemy. It may buy you an extra round for other combatants to act, but an effective offensive spell or ability that shortens the combat by a round may do as much, or more, for the PCs. And this is not universally superior to other healing. Let's look at a common scenario - Bob and his allies go into a dungeon and fight a solo monster. Bob is the tank, and Bob draws most of the attacks. Bob is 12th level and has 100 hps, and takes 80 in damage while everyone else is undamaged. This feat will restore d6+16 hps. What would a cleric ally be able to restore? More than 20 hps, right? It is a big investment. It is effective. It does not break the game. However, if you feel it is too strong, you may want to consider what the use of the feat actually would entail and require PCs to make available enough hands and resources to pull it off. [/QUOTE]
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How good is the healer feat compared to Hit Dice?
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