D&D 5E Typically, how many hit points is the Durable feat worth?

Quick homemade solution to this feat;

Instead of raising the minimum roll to double CON bonus just use max value always. d6 heals for 6+CON bonus, d8 for 8+CON bonus...etc.

That way it works for all classes and all CON scores
 

log in or register to remove this ad

The Durable feat always seemed a bit weak. I don't see it being useful except for high risk campaigns in which healing magic is sparse and opportunities for rest are rare but sorely needed. Even then, there are probably better options.

I've considered tacking on the choice of an extra benefit that fits within the traits of durability to make it more attractive.

Options:
  • You have advantage on Constitution saving throws against diseases and poisons.
  • You have advantage on Constitution saving throws to remove or resist exhaustion.
  • You cannot be killed from massive damage when reduced to 0 hit points and any further or remaining damage equals or exceeds your hit point maximum. If you take damage while you have 0 hit points, you do not automatically fail the death saving throw.

I love the first two options. In fact I might drop the +1 and add both of those.
 


You have advantage on Constitution saving throws to remove or resist exhaustion.
I was going to do this as a class feature (for yet-another-variant-ranger), but I noticed that most of the usual sources of exhaustion don't actually have Constitution saving throws. So what I did instead was halve the character's effective exhaustion level -- they don't get disadvantage until two and they don't die until twelve.
 

As someone who took Durable for their character, I think its fine. Its a bit niche, but it does exactly what it says its supposed to do, make your character feel a bit more durable.

I'm running a human Eldritch Knight, and I took it at level 1 for my variant human feat.
I had an odd valued score for con (13), and a con score generally lower than I wanted (since I put my best stats in STR and INT).

I'm currently lvl 9, with 7 levels of Ftr (EK) and 2 levels of Wiz. My con bonus is now +4, so the 8 point min healing when I spend my wizard hit die during a short rest isn't a bad deal at all.

Our party just lost our cleric to a beholder's disentigrate beam, so healing between fights really is a concern, and has been on and off throughout the campaign (depending on who is available to game).

Overall I'd say Durable is a balanced feat. It has its uses, some other feats might be better for some character builds, and ability score increases might be better in others. In my case, there were some other feats that I'd liked to have taken instead at lvl 1, but i REALLY wanted to push my con up higher and felt that it was the best selection for me to push up con and help compensate for our limited healing availability. Compelling reasons for me to take it at the time.
 

I was going to do this as a class feature (for yet-another-variant-ranger), but I noticed that most of the usual sources of exhaustion don't actually have Constitution saving throws. So what I did instead was halve the character's effective exhaustion level -- they don't get disadvantage until two and they don't die until twelve.

I had considered allowing a short rest to remove one level (seemed too useful, particularly for Frenzy barbarians) or removing two levels with a long rest, but the Con save clicked with the physical/environmental stuff I had in mind (enduring a forced march, sustaining on low food and water, etc).
 

What about adding on an ability to it that says 'you can spend 1 minute to rest, taking no actions, to spend your HD as though you took a short rest'

So instead of spending your HD every 2-3 encounters, you get a chance to do so after every encounter.

You are still limited by the amount of HD you have, but you have more freedom to spend them.
 

I had considered allowing a short rest to remove one level (seemed too useful, particularly for Frenzy barbarians) or removing two levels with a long rest, but the Con save clicked with the physical/environmental stuff I had in mind (enduring a forced march, sustaining on low food and water, etc).
Sure, I'm just warning you that there isn't any Con save in the rules for most of that stuff. Forced marches, yes; going without food, water, or sleep, no.
 

Sure, I'm just warning you that there isn't any Con save in the rules for most of that stuff. Forced marches, yes; going without food, water, or sleep, no.

It is true that there isn't a Con save for lack of food. I forgot that it keys off of your Con modifier. For those with the feat, I'd probably double the modifier when calculating the number of days you can go without the minimum amount of food.

Lack of water, however, does require a Con save if you get half the required amount (page 87 of the SRD).

And while there are no official rules for avoiding the effects of sleep deprivation, most suggested house rules I have seen involve a Con save.
 

In my case, there were some other feats that I'd liked to have taken instead at lvl 1, but i REALLY wanted to push my con up higher and felt that it was the best selection for me to push up con and help compensate for our limited healing availability. Compelling reasons for me to take it at the time.

This is a good point. With that character, there aren't a lot of other good options to even out your Con score. The "half feats" are actually quite good when you realize that they are essentially as good as an ability score increase when it comes to balancing out an odd stat, plus you get a little something extra (sometimes its a lot like with Resilient, but even with just a little, it can easily be your best option for an odd score).
 

Remove ads

Top