I've seen a few arguments against the healer feat on a cleric/druid because it is redundant to their healing spells.
I really like the idea of playing a cleric with the healer feat specifically to save spell slots, especially at lower levels where its basically equivalent to one first level casting of Cure Wounds, and then still competes for a 2nd and eventually 3rd or 4th level casting as the party gets more hit dice.
I was wondering if anyone has tried this in a campaign, and if it seemed to pay off or if it felt kind of useless.
I think it depends on how quickly you're burning through your spell slots. If you're playing a dedicated healer I would say go with it because if it's your character's mindset and you never know when a "free spell" Will come in handy. Especially in play sessions where you have a few long rests to replenish spell slots.
It's a great feat no matter who has it. It makes sense for a cleric (or some other dedicated healer) to have it. But... it's an even better idea for someone else in the party to have it, too, in case the cleric ever goes down. Bring the healer back up so they can keep everyone else up.
True. I also worry that going too deep into being a heal bot doesn't necessarily help sessions flow, because it can drag out fights compared to going on the offensive.
No worries. Even as a healbot you can still bust out Spiritual Weapon and Sacred Flame and just totally wreck the enemy. You do that for a few rounds to clear the trash then switch over to heals when your teammates are starting to redline. Easy peasy.
As a variant human, Healer at level 1 is wicked good. Effectively 10 uses of cure wounds on top of your starting 2 spell slots for 5 GP is 500% more on-demand potential healing than most other level 1 characters can provide.
At higher levels, it loses some of its potency, but being able to pick up 2 dropped allies between it and healing word is still restoring 2 actions in the economy, in a single turn, using a 1st level slot.
I've seen a few arguments against the healer feat on a cleric/druid because it is redundant to their healing spells.
I really like the idea of playing a cleric with the healer feat specifically to save spell slots, especially at lower levels where its basically equivalent to one first level casting of Cure Wounds, and then still competes for a 2nd and eventually 3rd or 4th level casting as the party gets more hit dice.
I was wondering if anyone has tried this in a campaign, and if it seemed to pay off or if it felt kind of useless.
I think it depends on how quickly you're burning through your spell slots. If you're playing a dedicated healer I would say go with it because if it's your character's mindset and you never know when a "free spell" Will come in handy. Especially in play sessions where you have a few long rests to replenish spell slots.
It's a great feat no matter who has it. It makes sense for a cleric (or some other dedicated healer) to have it. But... it's an even better idea for someone else in the party to have it, too, in case the cleric ever goes down. Bring the healer back up so they can keep everyone else up.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
True. I also worry that going too deep into being a heal bot doesn't necessarily help sessions flow, because it can drag out fights compared to going on the offensive.
No worries. Even as a healbot you can still bust out Spiritual Weapon and Sacred Flame and just totally wreck the enemy. You do that for a few rounds to clear the trash then switch over to heals when your teammates are starting to redline. Easy peasy.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
As a variant human, Healer at level 1 is wicked good. Effectively 10 uses of cure wounds on top of your starting 2 spell slots for 5 GP is 500% more on-demand potential healing than most other level 1 characters can provide.
At higher levels, it loses some of its potency, but being able to pick up 2 dropped allies between it and healing word is still restoring 2 actions in the economy, in a single turn, using a 1st level slot.