i will contest to being wrong on the potion, but I stand by my theory on my second point. the first bullet point does not specify an action where the second bullet point does specify talking an action.
Stand by it all you like, you'll still be wrong though.
The Healer's Kit gives you an "As an action" option which the first bullet point in the Healer feat then adds to. The second bullet point of the Healer feat then gives you another "As an action" option for use of your Healer's Kit.
And the rules for Actions in Combat then specifies that "When an object requires your action for its use, you take the [Tooltip Not Found].".
This works the same for using a Healer's Kit as it does for spreading Ball Bearings (bag of 1,000) or Caltrops (bag of 20) over an area or when you adjust the hood of a Lantern, Hooded or when you anchor yourself with a Climber's Kit or when you need to take an action to use any other non-magic item. Of course most don't say "I take the [Tooltip Not Found] action to do...", usually someone just says "I lower the hood on my lantern" or "I light my Torch" (which is an action usage of a Tinderbox), but rules-wise that is what you are doing.
"If an item requires an action to activate, that action isn’t a function of the Use an Item action"
While the first bullet point ads the the effects of the healers kit by adding 1 HP when the item is used, it is not requiring its own action, so therefore falls under the use an object action and can be used with Fast Hands.
The second bullet point specifically stats that you use an action and would not fall under the Use an Object action, and cannot be used with Fast Hands. The second bullet point requires an action do activate.
"If an item requires an action to activate, that action isn’t a function of the Use an Item action"
Are you taking that quote out of context on purpose? Healer's kits are adventuring gear, not magic items. Why would a rule for magic items apply to them?
"If an item requires an action to activate, that action isn’t a function of the Use an Item action"
While the first bullet point ads the the effects of the healers kit by adding 1 HP when the item is used, it is not requiring its own action, so therefore falls under the use an object action and can be used with Fast Hands.
The second bullet point specifically stats that you use an action and would not fall under the Use an Object action, and cannot be used with Fast Hands. The second bullet point requires an action do activate.
And you are still wrong.
Both bullets require you to use an action to spend one use of the kit for you to get the desired effect, the only difference is that the first can only be done on a dying creature while the second is restricted by that.
Using a non-magic item is exactly what the Use an Object action is for. The Activating an Item rule that you quoted is only for magic items that requires the use of an action.
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
Gated by a feat and limited to once per rest. It also costs uses of the kit which might not be easily replaced while being on the road/in a dungeon. It isn't useless but it also isn't going to make the Cleric feel unneeded.
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
It comes at the resource cost of a use of a healer's kit (which means gold and use cost), it is limited use (can only be used once per short rest on a creature) and comes at a huge opportunity cost (feats are expensive, more so when you're comparing mediocre ones like this to ones that have high value or even to ASIs). It also does less healing than all but the lowest CR monsters can do in a single attack. I don't think I'd describe it as OP at all.
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
regardless of if you think it is OP, and it has been explained that it is far from it by Thezz and Bees... The RAW is that Fast Hands works with Healer feat to enable Bonus Action usage of all parts of the Healer's Kit because Healer Kits are non-magical items, thus all functions fall under Use An Object, which Fast Hands explicitly interacts with.
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
regardless of if you think it is OP, and it has been explained that it is far from it by Thezz and Bees... The RAW is that Fast Hands works with Healer feat to enable Bonus Action usage of all parts of the Healer's Kit because Healer Kits are non-magical items, thus all functions fall under Use An Object, which Fast Hands explicitly interacts with.
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
regardless of if you think it is OP, and it has been explained that it is far from it by Thezz and Bees... The RAW is that Fast Hands works with Healer feat to enable Bonus Action usage of all parts of the Healer's Kit because Healer Kits are non-magical items, thus all functions fall under Use An Object, which Fast Hands explicitly interacts with.
And my opinion differs.
That's fine. Your opinion is objectively wrong, but you're more than entitled to it.
Magical items say they're magical, and all universally have a magical rarity. Even Common items have the 'Common Magical Item' rarity explicitly in their description. Healer's Kits have no such rarity. They're found in the "Adventuring Gear' section of the PHB which is explicitly for mundane items. The fluff backs this up - healing from a healer's kit is not magical, it's bandaging, medicines, salves, and other perfectly normal medical supplies. The only possible argument to RAW here is the extremely sketchy positiopn that Fast Hands cannot be used on special actions such as the one granted by the Healer feat, but frankly? In my opinion that's a dumb stance for a DM to take.
Somebody using Healer and Fast Hands together is expending an entire feat on an extremely terrible choice of feats, as well as making use of a niche ability of one single subclass of one single class, to perform a minor-to-moderate heal once per character per rest using a consumable resource. It will not break your D&D game to let your rogue be CLS trained. That is the kind of thing people play Thief rogues specifically to do - make effective use of mundane adventuring items in the thick of battle. It's a good way to make for really cool Savior Moments where the rogue dashes in and saves the day with a clutch Rapid Bandaging. Preventing your rogue from saving their friends' lives with a healer's kit is not only pretty inarguably against both RAW and RAI, but it's the kind of thing a DM shouldn't be doing in the first place. Never get in the way of players making plays to aid and support each other, that's the kind of stuff you want to encourage as much as you can in an adventuring party.
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
regardless of if you think it is OP, and it has been explained that it is far from it by Thezz and Bees... The RAW is that Fast Hands works with Healer feat to enable Bonus Action usage of all parts of the Healer's Kit because Healer Kits are non-magical items, thus all functions fall under Use An Object, which Fast Hands explicitly interacts with.
And my opinion differs.
Homebrew is what you do next, from here. Typically, when a rule doesn't lead to an outcome you want in your game, you simply homebrew it to how you want it. This is a built in feature of 5e, and encouraged by the game's authors numerous times throughout the books.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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Stand by it all you like, you'll still be wrong though.
The Healer's Kit gives you an "As an action" option which the first bullet point in the Healer feat then adds to.
The second bullet point of the Healer feat then gives you another "As an action" option for use of your Healer's Kit.
And the rules for Actions in Combat then specifies that "When an object requires your action for its use, you take the [Tooltip Not Found].".
This works the same for using a Healer's Kit as it does for spreading Ball Bearings (bag of 1,000) or Caltrops (bag of 20) over an area or when you adjust the hood of a Lantern, Hooded or when you anchor yourself with a Climber's Kit or when you need to take an action to use any other non-magic item. Of course most don't say "I take the [Tooltip Not Found] action to do...", usually someone just says "I lower the hood on my lantern" or "I light my Torch" (which is an action usage of a Tinderbox), but rules-wise that is what you are doing.
"If an item requires an action to activate, that action isn’t a function of the Use an Item action"
While the first bullet point ads the the effects of the healers kit by adding 1 HP when the item is used, it is not requiring its own action, so therefore falls under the use an object action and can be used with Fast Hands.
The second bullet point specifically stats that you use an action and would not fall under the Use an Object action, and cannot be used with Fast Hands. The second bullet point requires an action do activate.
Are you taking that quote out of context on purpose? Healer's kits are adventuring gear, not magic items. Why would a rule for magic items apply to them?
And you are still wrong.
Both bullets require you to use an action to spend one use of the kit for you to get the desired effect, the only difference is that the first can only be done on a dying creature while the second is restricted by that.
Using a non-magic item is exactly what the Use an Object action is for. The Activating an Item rule that you quoted is only for magic items that requires the use of an action.
I have to say that you are trying really hard to misinterpret the rules, why are you so dead set against someone being able to use Fast Hands for this? It's not like it makes anything (the kit, the feat or the class feature) incredibly over-powered.
The second feature has the ability to do more healing then a first level cure wounds spell, even second level. I think it is a bit OP.
Gated by a feat and limited to once per rest. It also costs uses of the kit which might not be easily replaced while being on the road/in a dungeon. It isn't useless but it also isn't going to make the Cleric feel unneeded.
It comes at the resource cost of a use of a healer's kit (which means gold and use cost), it is limited use (can only be used once per short rest on a creature) and comes at a huge opportunity cost (feats are expensive, more so when you're comparing mediocre ones like this to ones that have high value or even to ASIs). It also does less healing than all but the lowest CR monsters can do in a single attack. I don't think I'd describe it as OP at all.
regardless of if you think it is OP, and it has been explained that it is far from it by Thezz and Bees...
The RAW is that Fast Hands works with Healer feat to enable Bonus Action usage of all parts of the Healer's Kit because Healer Kits are non-magical items, thus all functions fall under Use An Object, which Fast Hands explicitly interacts with.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
And my opinion differs.
That's fine. Your opinion is objectively wrong, but you're more than entitled to it.
Magical items say they're magical, and all universally have a magical rarity. Even Common items have the 'Common Magical Item' rarity explicitly in their description. Healer's Kits have no such rarity. They're found in the "Adventuring Gear' section of the PHB which is explicitly for mundane items. The fluff backs this up - healing from a healer's kit is not magical, it's bandaging, medicines, salves, and other perfectly normal medical supplies. The only possible argument to RAW here is the extremely sketchy positiopn that Fast Hands cannot be used on special actions such as the one granted by the Healer feat, but frankly? In my opinion that's a dumb stance for a DM to take.
Somebody using Healer and Fast Hands together is expending an entire feat on an extremely terrible choice of feats, as well as making use of a niche ability of one single subclass of one single class, to perform a minor-to-moderate heal once per character per rest using a consumable resource. It will not break your D&D game to let your rogue be CLS trained. That is the kind of thing people play Thief rogues specifically to do - make effective use of mundane adventuring items in the thick of battle. It's a good way to make for really cool Savior Moments where the rogue dashes in and saves the day with a clutch Rapid Bandaging. Preventing your rogue from saving their friends' lives with a healer's kit is not only pretty inarguably against both RAW and RAI, but it's the kind of thing a DM shouldn't be doing in the first place. Never get in the way of players making plays to aid and support each other, that's the kind of stuff you want to encourage as much as you can in an adventuring party.
Please do not contact or message me.
Homebrew is what you do next, from here. Typically, when a rule doesn't lead to an outcome you want in your game, you simply homebrew it to how you want it. This is a built in feature of 5e, and encouraged by the game's authors numerous times throughout the books.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.