Prerequisite: Ability to cast at least one spell that heals hit points
You have mastered the art of healing magic, and have also discovered nuances in your healing magic that make it more effective in combat.
- Any time you roll dice for a spell you cast or ability you use that heals hit points, you can treat any 1 on a die as a 2.
- Any time you heal a creature for at least 1 hit point with a spell of level 1 or higher, you may choose a damage type. That creature gains resistance to that damage type until the end of your next turn. If a spell heals more than one creature, you may only grant this resistance to one of those creatures of your choice.
- Any time you cast a spell with a bonus action that heals hit points, you can use your action to cast a spell of any level. The spell cast with your action must either heal hit points or remove a condition or disease from a living target. If you choose to cast two spells this way, neither of the two spells you cast this turn can grant your target resistance to a damage type using this feat.
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Posted Oct 7, 2018I initially modeled this as the healer's version of the Elemental Adept feat (obviously), which is where the first two bullet points come from. However, the general opinion seems to be that healing in combat is a little underwhelming, so I added the third bullet point to essentially give a positive bump to your action economy when you choose to heal in combat. I'm still not sure about disallowing the second two bullet points to interact in terms of balance- would being able to provide one type of damage resistance to two allies instead of one per turn be too powerful? Any opinions?