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General Tabletop Discussion
*Dungeons & Dragons
Is the Healer Feat Broken?
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<blockquote data-quote="Kreinas" data-source="post: 6835651" data-attributes="member: 6819242"><p>Regaining 1 HP when stabilizing a dying comrade one failed death save from dying is great. Not only do you save their life, but they can rejoin the battle immediately on their next turn. For non-healing classes or frontliners, it can be of great value.</p><p></p><p>1d6+4 HP is good. It's as good as a low level spell, and is available to non-magical classes. Adding HD to the value is the same as saying "scales with character's level", which is ALSO good. The scaling is enough to keep the ability relevant at later stages of the game. However, it takes an entire action. To call it overpowered would be akin to claiming Potions of Healing are overpowered.</p><p></p><p></p><p>Additionally, I would disagree with your usage of fast hands to make the heal. Assuming your character dropped weapons as a free action, then used interaction to pull out the healer's kit. As a bonus action you could USE the kit and stabilize someone to 1 HP. Fine. As an action you can then restore 1d4+4+HD to the creature. Great! However, the Healer feat specifically says "As an action, you can spend one use of a Healer's Kit..." To me, this is not compatible with the Bonus Action from fast hands. You are not USING the healer's kit as an object, but tending to it. The action of tending to the creature requires the components of the healing kit, which is why the use is spent, but the action of specifically tending to a creature is what restores the HP. You're taking your action to place a poultice, and bandage it over.</p><p></p><p>Of course, as with most things it all comes down to DM interpretation. My interpretation is that the Healer feat gives you an Action to use, not a buff to your object.</p></blockquote><p></p>
[QUOTE="Kreinas, post: 6835651, member: 6819242"] Regaining 1 HP when stabilizing a dying comrade one failed death save from dying is great. Not only do you save their life, but they can rejoin the battle immediately on their next turn. For non-healing classes or frontliners, it can be of great value. 1d6+4 HP is good. It's as good as a low level spell, and is available to non-magical classes. Adding HD to the value is the same as saying "scales with character's level", which is ALSO good. The scaling is enough to keep the ability relevant at later stages of the game. However, it takes an entire action. To call it overpowered would be akin to claiming Potions of Healing are overpowered. Additionally, I would disagree with your usage of fast hands to make the heal. Assuming your character dropped weapons as a free action, then used interaction to pull out the healer's kit. As a bonus action you could USE the kit and stabilize someone to 1 HP. Fine. As an action you can then restore 1d4+4+HD to the creature. Great! However, the Healer feat specifically says "As an action, you can spend one use of a Healer's Kit..." To me, this is not compatible with the Bonus Action from fast hands. You are not USING the healer's kit as an object, but tending to it. The action of tending to the creature requires the components of the healing kit, which is why the use is spent, but the action of specifically tending to a creature is what restores the HP. You're taking your action to place a poultice, and bandage it over. Of course, as with most things it all comes down to DM interpretation. My interpretation is that the Healer feat gives you an Action to use, not a buff to your object. [/QUOTE]
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