Hello adventurers of all shapes and sizes. Welcome to my dnd world and thank you so much for reading in to the 23rd episode of our feat series. Are you in a party right now where no one is playing cleric or divine a sorcerer or anything like that you got no heels.
If that sounds like your party then i would highly recommend taking this feat at least one of you got. Honestly it’ll save you a lot. Today we’re gonna be taking a look at healer dnd 5e feat. This feat is found in the good old trusty players handbook.
Before take a look at the description and break it down let me just tell you what feats are and how to use them. So feats are what you get if you decide not to go for your ability score improvement and they are essentially extra abilities, features and skills you can give your character to make them a little bit more customized and have them compliment your play style a little bit more.
That being said you get them every four levels or so some classes get them a little bit more frequently but every four levels is a generally accepted rule of thumb. With that out of the way let’s take a look at the description for healer.
First and foremost there are no prerequisites for this feat and that is incredibly important because it has saved many parties from being TP Kade. Let me write the description.
Of course being Healer DnD 5E Feat you’re a capable physician, which are allowing you to mend wounds quickly and also gain your allies back in the fight. You can gain the below mentioned benefits:
- Whenever you use the healer’s kit for stabilize the dying creature and that creature also regains 1 hit point.
- Like an action, you can easily spend one use of the healer’s kit to be tend to a creature and also restore 1d6+4 hit points to it, plus an additional hit points which are equal to the creature’s maximum number of Hit Dice. Also the creature can not regain the hit points from this feat again until it finishes the short or long rest.
Very cool stuff a lot to unpack there though. That being said let’s take a look at the walkthrough and let’s really break that down.
So, first and foremost when you stabilize all the heelers kit you give them one hit point back. Which means they can hypothetically get back into the fray. Some DMs allow this some don’t. I’ve played games DMing either or i find it personally doesn’t make a huge difference.
I mean i could see a kind of upsetting action economy just a little bit but for the most part i don’t think it’s that bad. But if you want to use a full action and use one use of the healers kit you can add one d6 plus 4 in addition to the maximum of their number hit dice in health points. Now as you might imagine a later that this is for the reason this feels so good by the way.
Because of that, it actually lets you scale it up with levels which is super helpful not a lot of feet scale with levels and when they do it is kind of minimum. I suppose this is a little bit minimum as well. But you know whatever.
Now the second sentence in that second body there. A creature can’t regain hit points from his feat until finishers are short or long rest. Now there’s two ways to interpret this. The way i personally interpret it is you can really only benefit from this features once a day kind of an each character can.
However there is an argument to be made that due to the exact wording. It says hit points as in plural and the first part when you stabilize a dying creature it gains one hit point is singular and because of that it kind of implies that you can use the stabilize equals one hit point part of the feet several times within the span of a date.
Really interesting stuff. With all that broken down let’s take a look at my personal throughs.
As i mentioned earlier on and this is perfect for those parties who do not have a designated healer but find himself getting taken down quite a bit. It’s a great kind of way to lengthen encounters and increase the survivability of your group as a whole without necessarily taking a level dip.
So, i think its quite well balanced in that regard, i know why it’s there. In terms of who benefits from a most, honestly i don’t think any one particular class is a better advantage over another’s. I mean may be fighters might have a little bit of an advantage or just because of action surge but outside of that it really depends on party composition more than anything else.
That being said if you guys have any alternative uses, any play styles or any builds you’d like to try out please put them down in the comments beneath. I love reading them and i know everyone else checking this article does as well. With that being said guys, have a great day and as always happy adventuring.