As usual, the answer is
“No.”
Here we are four years later and I am finally considering taking the healer feat and making a Thief rogue to use Fast Hands with it.
The question is, is it worth it at 4th level instead of boosting Dex? I am a halfling lightfoot rogue. Will it still be effective to begin using this at 4th level? We don't have any other dedicated healers, though we do have a Druid PC and a Wizard with a single level in Cleric.
Here we are four years later and I am finally considering taking the healer feat and making a Thief rogue to use Fast Hands with it.
The question is, is it worth it at 4th level instead of boosting Dex? I am a halfling lightfoot rogue. Will it still be effective to begin using this at 4th level? We don't have any other dedicated healers, though we do have a Druid PC and a Wizard with a single level in Cleric.
Your thoughts @Zardnaar ?
I'll start by asking my usual question: Does taking this option fit your character? Not your pile-o-stats/abilities, or how you play tactically, the person those things represent. If yes, take it. If no, take something else.
Next up; Wich will be more useful? Another +1 to things you already do well? Or another entire mechanical option?
Opinion: In a game like 5e where good enough is often fine, I know what I'd pick....
Answer those & you'll have your answer about its worth.
@Kreinas had some excellent observations about this on page 1.Here we are four years later and I am finally considering taking the healer feat and making a Thief rogue to use Fast Hands with it.
The question is, is it worth it at 4th level instead of boosting Dex? I am a halfling lightfoot rogue. Will it still be effective to begin using this at 4th level? We don't have any other dedicated healers, though we do have a Druid PC and a Wizard with a single level in Cleric.
Your thoughts @Zardnaar ?
@Kreinas had some excellent observations about this on page 1.
Basically, if the Thief isn’t wielding the kit, there are rules about stowing (or dropping) weapons and retrieving items from packs.
The result is that the primary benefit of Fast Hands is that the Thief is the only one who can dig the kit out of his pack and use it in the same turn.
Of course, now your weapons are on the ground. There’s an inconvenient rule around that, too.
Things also depend on how many hands your DM says a kit requires. I would rule 2.
If you needed two hands to use the kit, then you couldn't hold the kit at all, right?
The general rule is things take one hand to use them (the hand with the thing in it) unless otherwise specified. Here, it's not otherwise specified. I am not saying it would be unfair to rule otherwise, but my read of the rules says that's how it's normally done.
I think both the rule and the intent is to have a weapon or other object in one hand (like a rapier or spell focus) and nothing in the other, withdraw the kit as a free action along with your movement or action for that round, and then use an action (or a bonus action with the feat) to use the kit. I do not think you ever need to drop your weapon or focus, provided you have one free hand. Just like a component pouch or a potion use or a poison application use, which all take just one free hand and no need to have both hands free.