I have read the description in the 2024 PHB of the Healer Origin Feat. I like the fact that it potentially gives a non spell caster, or an arcane spell caster, the ability to revive an otherwise unconscious, or dying, creature. However, if the creature does not any Hit Dice to roll during the healing process, what happens then? Is the creature simply out of luck?
I propose that in the case of a creature with no available Hit Dice, that the Healer be permitted to restore hit points equal to the Healer's Proficiency Bonus. Such an action will be inadequate compared to a Potion of Healing, a Cure Wounds spell or a Healing Word spell but it would be barely enough to save a life.
I realize that the Rules As Written may frown upon this idea but I am drawing upon the life experiences of several of my relatives who have had long careers in the health care field. One of these had been a military field medic and, later, a fire fighter. Another had been a registered nurse in a major hospital's emergency medical department.
I'd say that- given you can already use the kit to stabilize a downed subject without any Hit Die involved- it's fitting that if a character is so thoroughly drained they've already exhausted their Hit Die, then you can't do more than keep them from dying without resorting to overt magic.
I'd caution against comparing game mechanics to real-world first-aid. There could be a lot of back-and-forth discussion about comparing efficacy of modern, real-world first-aid options with fantasy, magical medieval world fiirst-aid options. It would be really easy to go down that particular rabbit hole. But The_Ace_of_Rogues hit on the salient point already: the game's mechanics treat hit dice as an expendable resource. Once they're spent they can't be used for healing until they're replenished. And as they said, even without spending a hit die, the healer's kit can be used to stabilize a downed target without requiring anyone to roll a Wisdom (Medicine) check.
Given how useful the healer's kit and the healer feat already are and how useful magical healing and potions of healing are, this proposed change seems like a solution in search of a problem.
It might be a nice idea to keep in the back burner though. Like if somebody wants to homebrew a really low-magic campaign, then healing spells and healing potions may not be available. So then it might be nice to have the basic Healer Feat that stabilizes someone, and then maybe an Expert Healer Feat that actually patches them up enough to regain some hit points. Granted, it would require someone to dedicate 2 Feats to it, so it's not gonna be super popular. But in the right kind of campaign setting it could fill an important niche.
It might be a nice idea to keep in the back burner though. Like if somebody wants to homebrew a really low-magic campaign, then healing spells and healing potions may not be available. So then it might be nice to have the basic Healer Feat that stabilizes someone, and then maybe an Expert Healer Feat that actually patches them up enough to regain some hit points. Granted, it would require someone to dedicate 2 Feats to it, so it's not gonna be super popular. But in the right kind of campaign setting it could fill an important niche.
Thank you, one and all.
I had posted this to see what people thought of the idea of an Expanded Healer feat. I will keep your comments in mind (while I make sure that all of my characters are proficient with the Herbalism Kit. The party never has enough potions of healing.)
Any insight as to why they changed the Feat between 2014 and 2024? Before it used to heal outright, now it requires the subject the expend hit-dice.
Likely better scaling across different classes
Before it was 1d6 + 4 + targets level (technically max number of hit dice, but they're the same thing). A level 4 wizard and a level 4 barbarian get the same amount of healing (1d6 + 8, average 11.5), but the wizard arguably benefits more.
Now it's hit dice + prof bonus. Assuming consistent party level, level 4 wizard gets 1d6 + 3 (average 6.5) and a level 4 barb gets 1d12 + 3 (9.5). Much more proportional
I have read the description in the 2024 PHB of the Healer Origin Feat. I like the fact that it potentially gives a non spell caster, or an arcane spell caster, the ability to revive an otherwise unconscious, or dying, creature. However, if the creature does not any Hit Dice to roll during the healing process, what happens then? Is the creature simply out of luck?
I propose that in the case of a creature with no available Hit Dice, that the Healer be permitted to restore hit points equal to the Healer's Proficiency Bonus. Such an action will be inadequate compared to a Potion of Healing, a Cure Wounds spell or a Healing Word spell but it would be barely enough to save a life.
I realize that the Rules As Written may frown upon this idea but I am drawing upon the life experiences of several of my relatives who have had long careers in the health care field. One of these had been a military field medic and, later, a fire fighter. Another had been a registered nurse in a major hospital's emergency medical department.
I'd say that- given you can already use the kit to stabilize a downed subject without any Hit Die involved- it's fitting that if a character is so thoroughly drained they've already exhausted their Hit Die, then you can't do more than keep them from dying without resorting to overt magic.
I'd caution against comparing game mechanics to real-world first-aid. There could be a lot of back-and-forth discussion about comparing efficacy of modern, real-world first-aid options with fantasy, magical medieval world fiirst-aid options. It would be really easy to go down that particular rabbit hole. But The_Ace_of_Rogues hit on the salient point already: the game's mechanics treat hit dice as an expendable resource. Once they're spent they can't be used for healing until they're replenished. And as they said, even without spending a hit die, the healer's kit can be used to stabilize a downed target without requiring anyone to roll a Wisdom (Medicine) check.
Given how useful the healer's kit and the healer feat already are and how useful magical healing and potions of healing are, this proposed change seems like a solution in search of a problem.
Okay. I will let this drop.
It might be a nice idea to keep in the back burner though. Like if somebody wants to homebrew a really low-magic campaign, then healing spells and healing potions may not be available. So then it might be nice to have the basic Healer Feat that stabilizes someone, and then maybe an Expert Healer Feat that actually patches them up enough to regain some hit points. Granted, it would require someone to dedicate 2 Feats to it, so it's not gonna be super popular. But in the right kind of campaign setting it could fill an important niche.
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.
I mean, the kit already stabilizes on use. The current feat is what allows for healing from it.
Thank you, one and all.
I had posted this to see what people thought of the idea of an Expanded Healer feat. I will keep your comments in mind (while I make sure that all of my characters are proficient with the Herbalism Kit. The party never has enough potions of healing.)
Any insight as to why they changed the Feat between 2014 and 2024? Before it used to heal outright, now it requires the subject the expend hit-dice.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Likely better scaling across different classes
Before it was 1d6 + 4 + targets level (technically max number of hit dice, but they're the same thing). A level 4 wizard and a level 4 barbarian get the same amount of healing (1d6 + 8, average 11.5), but the wizard arguably benefits more.
Now it's hit dice + prof bonus. Assuming consistent party level, level 4 wizard gets 1d6 + 3 (average 6.5) and a level 4 barb gets 1d12 + 3 (9.5). Much more proportional
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That makes some sense.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Plus, as an Origin Feat in 5.5, they probably wanted it to be a bit less spammable since characters can get it without having to spend an ASI.