Healer DnD 5E Feat

All adventurers of every size and shape: Welcome to My World! We are grateful that the 23rd episode was listened to. Do you know of any party where you can be the only one to play cleric, divina sorcerer or other role? If this sounds like your party then I would suggest at least one person trying this feat. Honestly it’ll save you a lot. Today we’re gonna be taking a look at healer dnd 5e feat. The handbook contains detailed information about this feat.

Let’s look at the description first before we get into details. Even if you don’t want to increase your ability score, factors are what you get. These are abilities, skills, and features that can be added to your character’s playstyle and make it more unique. They are available at every level. Some classes have them more frequently. As a rule, they should be obtained every four levels. With that out of the way let’s take a look at the description for healer.

Description

This feat is possible without any prerequisites. It has been incredibly helpful in preventing many from becoming TP Kade. Let me tell you more.

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. These are your 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. The creature can’t regain its hit points unless it has taken a short or extended rest.

It has a lot of great stuff. That being said let’s take a look at the walkthrough and let’s really break that down.

Walkthrough

First stabilize the heelers. Next, give them one shot back. This allows them to rejoin the fray hypothetically. 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. You can use one d6 to complete a full action using one healer kit. It feels great, as you might imagine.

This allows you to scale it using levels. It is not possible to scale it with levels. However, it is quite minimal. You know what?

Now, we will move on to the second sentence of the second body. 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. As with each character, you can only use these features one time per day.

There is an argument about the exact wording. It says hit points in plural. One hitpoint is awarded to a creature that has been stabilized. This means you can stabilize equals one portion of your feet multiple time within a date.

This is fascinating stuff. With all that broken down let’s take a look at my personal throughs.

Thoughts

This is a great option if you don’t have an assigned healer but find yourself 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. While fighters might have an advantage because of action surge, that does not mean they are better than the rest. It all depends on the party’s composition.

Grab Your Clothes

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. These are my favourite thing to read. I wish you all happiness and a wonderful day.