I feel like this has likely been addressed somewhere, but I can't find where so I'll just ask again.
When one selects the 'Durable' feat, the minimum amount of HP they regain from a roll of their Hit Dice becomes 2xCON. The dice value cannot be treated as anything lower than 2xCON for them.
Does this include values above the Hit Dice involved? Say you have a particularly chonky sorcerer with a CON score of 18 after the feat. Their CON modifier is +4, therefore Durable says they cannot roll lower than 8 when rolling a Hit Die to recover. Their Hit Die is only a d6; their minimum becomes two points higher than their maximum. In such a circumstance, does the sorcerer simply treat each Hit Die as a flat 12HP recovered, dispensing with rolls entirely? Or do they dispense with rolls entirely and only recover 10hp, i.e. their Hit Die maximum + their CON modifier?
Either way, seems like it might be the only actually beneficial usage of the feat; a Hill dwarf draconic sorcerer with Dwarven Fortitude and Durable (and Tough, later) could be a surprisingly sturdy li'l ball of arcane gristle with an 18+ CON score. Especially if one splashes a pinch of Monk to get bonus-action Dodges on top of Quicken Magic to Dodge and cast in the same turn.
The minimum you can gain from rolling is equal to twice your con mod. So, with a mod of +4 they heal a minimum of 8 from the rolls, plus the con mod of +4, meaning, every hit die they spend to heal they get 12 hp. Since this is greater than what they would normally roll, basically they don't roll HP anymore unless they multiclass into a higher hit die class, they just lose 1 hit die to gain 12 hp back.
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Say you have a particularly chonky sorcerer with a CON score of 18 after the feat. Their CON modifier is +4, therefore Durable says they cannot roll lower than 8 when rolling a Hit Die to recover.
Correct. Normally, the player would roll 1d6+4 to recover hit points (a range of 5-10). With the feat, the minimum value is 8, so if they roll 5, 6 or 7 then it is marked up to 8 (a range of 8-10)..
The minimum you can gain from rolling is equal to twice your con mod. So, with a mod of +4 they heal a minimum of 8 from the rolls, plus the con mod of +4, meaning, every hit die they spend to heal they get 12 hp. Since this is greater than what they would normally roll, basically they don't roll HP anymore unless they multiclass into a higher hit die class, they just lose 1 hit die to gain 12 hp back.
I dont think that is right. The feat says the minimum you can heal is twice your CON, not the minimum you can roll on your hit dice.
I agree with Greenstone_Walker, if their normal roll is 1d6+4, then their normal range is 5-10. With durable, the range becomes 8-10.
If it was intended to be able to heal more than maximum, I think it would say so.
Hm. So, since you always get your CON mod back at a minimum, what Durable actually does if DJC is right is say "your Hit Die roll can't be below your CON modifier."
...what an utter waste of a feat, if that's the case. Man. I have to wonder what the 5e dev team was thinking, putting shit like Polearm Master or Crossbow Expert in the game and then thinking "you gain one or two additional HP, on average, whenever you expend a scarce and difficult to replenish resource to regain HP" was an equivalent ability even with a half-ASI bolted on. Is it any wonder three quarters of the feats in the PHB never see the light of day? Man, that's depressing...at least the exceed-your-limits maximized version had a narrow niche where it wasn't a complete trap.
Remember that feats are optional rules, and a +1 Con can be very useful for casters (concentration checks) if they round out an odd numbered con score (say a 15 to a 16) and has the additional bonus of healing double con mod minimum.
Durable is, I guess, one of the less popular feats. But it's also a feat that can be used by literally every class. I'm guessing that such versatility has nerfed the feat itself, since otherwise everyone would want it.
Remember that feats are optional rules, and a +1 Con can be very useful for casters (concentration checks) if they round out an odd numbered con score (say a 15 to a 16) and has the additional bonus of healing double con mod minimum.
Honestly if a caster was getting the feat purely for the +1 CON then they'd be far far better served getting Resilient (Con). It gives them +1 Con and also gives them proficiency in Con saves - of which Concentration is included.
Remember that feats are optional rules, and a +1 Con can be very useful for casters (concentration checks) if they round out an odd numbered con score (say a 15 to a 16) and has the additional bonus of healing double con mod minimum.
Honestly if a caster was getting the feat purely for the +1 CON then they'd be far far better served getting Resilient (Con). It gives them +1 Con and also gives them proficiency in Con saves - of which Concentration is included.
Yeah, that's fair. But if they already have war caster and looking for a second feat... But as has been stated before; there are a lot of ifs and buts and the long and short of it is that the feat is not *that* great, but I think it has its value in versatility.
If they already have War Caster, they're still better off with Resilient (Con). Proficiency and advantage don't conflict, they stack, and a proficiency boost that saves your ass from a blast of frost dragon breath will, in one single roll, prevent more damage than Durable-as-written would ever heal in a typical campaign.
Combining Durable with Tough seems natural enough. Though honestly I kinda liked the idea of niche Durable offering significant extra healing to squishcasters. Oh well. Either way, thanks for the logic check, folks.
Hm. So, since you always get your CON mod back at a minimum, what Durable actually does if DJC is right is say "your Hit Die roll can't be below your CON modifier."
...what an utter waste of a feat, if that's the case. Man. I have to wonder what the 5e dev team was thinking, putting shit like Polearm Master or Crossbow Expert in the game and then thinking "you gain one or two additional HP, on average, whenever you expend a scarce and difficult to replenish resource to regain HP" was an equivalent ability even with a half-ASI bolted on. Is it any wonder three quarters of the feats in the PHB never see the light of day? Man, that's depressing...at least the exceed-your-limits maximized version had a narrow niche where it wasn't a complete trap.
Actually both Crossbow Expert & Polearm Master are actually useful, because Crossbow Expert is beneficial to anyone that does Ranged Attacks including Spellcasters, so they won't be suffering penalties for blasting Magic at a person that's within 5' of them. Polearm Master is useful because if you go against an enemy Rogue that disengages, with Polearm Master, you're still going to be able to take Attacks of Opportunity against them even if they were to Disengage. Because normally, Disengage would prevent Attacks of Opportunity, Polearm Masters essentially negates that ability.
As for Durable the way I read it is [using the previous example of a +4 Con Mod] like this:
For classes with d6 HD, the minimum HP they regain will be 8 HP, so if they roll a 4 or lower then they'll automatically regain +8 HP, but if they were to roll a 5 or 6 then they'll regain 9 & 10 HP (respectively)
For classes with d8 HD, the minimum HP they regain will be 8 HP, so if they roll a 4 or lower then they'll automatically regain +8 HP, but if they were to roll a 5/6/7/8 then they will instead regain 9/10/11/12 HP
For the Fighter's (d10) & Barbarian's (d12) it means that no matter what, at a minimum they're regaining 8 HP per HD spent. They should still roll, as should all classes to see if they roll a 5+ as they would regain more than 8 HP. And for Level 20 Barbarians (or those that read the Con Tome to increase their Con beyond 20), whom can get a 24 Con (+7 Mod), that can be helpful because the minimum HP that they'll regain will always be 12 to 14 HP.
Durable just means that no matter what you roll on the HD you'll be regaining that minimum. Now granted those with a +1 Con Mod are technically screwed because the minimum that they would get would be +2 anyways. Durable is more beneficial for those that (for some reason, either rolled badly or decided for some reason to have Con be their Dump Stat) either have Negative Con Mod because no matter what they're always going to be regaining the minimum of 2 HP per HD Spent as well as those with +2 & higher Con Mod because the minimum HP that they'll be regain will be 4+. Durable is also beneficial to Dwarves whom also take the Dwarven Fortitude Feat, which for a Dwarven Monk, can spend 1 Ki to take Dodge as a BA, can be beneficial because a Dwarven Monk with both Durable & Dwarven Fortitude can regain HP (with a minimum of 2+) essentially as a Bonus Action while benefiting from the Dodge Action.
Remember that feats are optional rules, and a +1 Con can be very useful for casters (concentration checks) if they round out an odd numbered con score (say a 15 to a 16) and has the additional bonus of healing double con mod minimum.
Durable is, I guess, one of the less popular feats. But it's also a feat that can be used by literally every class. I'm guessing that such versatility has nerfed the feat itself, since otherwise everyone would want it.
Kind regards
Yep, it can be beneficial to Dwarven Monks when combined with Dwarven Fortitude. Dwarven Fortitude says that whenever the "Dodge" Action is taken, they can roll a HD to regain HP. Monks can take the Dodge Action as a BA at the cost of 1 Ki, while all other Classes will have to use an Action to Dodge. So Dwarven Monks with DF & Durable can spend 1 Ki, gain benefits of Dodge & regain HP with a Minimum of whatever
I was asking this question to my dm whilst making a new character and looking at feats. the original question is very simmilar to mine but i thought it fair pointing out one thing in my case i was looking to have a sorc that would also borrow some cleric heals. having this feat boosts those heals however when geting the heal spells from the cleric not as a multi class but from a second feat like magic initiate you get this combo
heal rolls are a min of 2x your const: mine would be a 4 so thats 8 min
the heal spell healing word heals for a 1d4+your spell modifier: This is the tricky part becuase if you obtain the skill using magic initiate, then the spell mod used for that spell is wisdom not const. lets say mine is a 2. that means the spell heals for 1d4+2. a range of 3-6, but with a minimum of 8 garunteed by durable is in conflict. i think the original question and mine boils down to does the max limit break because of the durable feat and u just go straight to the min?
I was asking this question to my dm whilst making a new character and looking at feats. the original question is very simmilar to mine but i thought it fair pointing out one thing in my case i was looking to have a sorc that would also borrow some cleric heals. having this feat boosts those heals however when geting the heal spells from the cleric not as a multi class but from a second feat like magic initiate you get this combo
heal rolls are a min of 2x your const: mine would be a 4 so thats 8 min
the heal spell healing word heals for a 1d4+your spell modifier: This is the tricky part becuase if you obtain the skill using magic initiate, then the spell mod used for that spell is wisdom not const. lets say mine is a 2. that means the spell heals for 1d4+2. a range of 3-6, but with a minimum of 8 garunteed by durable is in conflict. i think the original question and mine boils down to does the max limit break because of the durable feat and u just go straight to the min?
The "roll a Hit Die" is when you are using your Hit Die to heal during a short rest, it has nothing to do with healing spells.
Durable just means that no matter what you roll on the HD you'll be regaining that minimum. Now granted those with a +1 Con Mod are technically screwed because the minimum that they would get would be +2 anyways. Durable is more beneficial for those that (for some reason, either rolled badly or decided for some reason to have Con be their Dump Stat) either have Negative Con Mod because no matter what they're always going to be regaining the minimum of 2 HP per HD Spent as well as those with +2 & higher Con Mod because the minimum HP that they'll be regain will be 4+. Durable is also beneficial to Dwarves whom also take the Dwarven Fortitude Feat, which for a Dwarven Monk, can spend 1 Ki to take Dodge as a BA, can be beneficial because a Dwarven Monk with both Durable & Dwarven Fortitude can regain HP (with a minimum of 2+) essentially as a Bonus Action while benefiting from the Dodge Action.
The characters who benefit the most from the Durable feat are ones with higher Con mods and lower Hit Die sizes. Does it still benefit martial classes with high Con? Sure. It won't be as big a help, but it'll still help. Nobody likes rolling a 1 or 2 on a Hit Die, after all. Honestly if I've got d10 or d12 Hit Dice, I'm probably taking Tough before I take Durable.
Actually both Crossbow Expert & Polearm Master are actually useful, because Crossbow Expert is beneficial to anyone that does Ranged Attacks including Spellcasters, so they won't be suffering penalties for blasting Magic at a person that's within 5' of them. Polearm Master is useful because if you go against an enemy Rogue that disengages, with Polearm Master, you're still going to be able to take Attacks of Opportunity against them even if they were to Disengage. Because normally, Disengage would prevent Attacks of Opportunity, Polearm Masters essentially negates that ability.
Just a minor correction.
PAM gives you an opportunity attack when a creature moves into your reach. It is the sentinel feat that allows for an opportunity attack even if a creature takes the disengage action.
I just talked with my DM and he had a great answer:
He said, when you roll for an attack, you also add your proficiency and don't use only the number of the die you rolled. Same goes for different rolls, like initiative. With that in mind, "the minimum number of hit points you regain from the roll" is not meant for the rolled Hit Die, but for the heal rolled you use the hit die for. This means, the minimum heal you get is twice your Con-Mod and your maximum heal is your Hit Die + Con-Mod.
Taking a Sorcerer or Wizard with a Con of 20 as example, they would heal min 10 and max 11 points. A LV20 Barbarian with 24 Con would heal min 14 and max 19 points.
Now, using an artifact or reading a book to increase your CON above 20, You could play a Barbarian Sorcerer and use the D6 with a CON modifier 6 and you would imediately get 12HP. If you get up to 24 with such means, though rather unlikely I think? You would get 13HP rather than 14HP with the logic applied above.
In the end, I think the feat can be quite usefull to heal more with less hit dice.
Not every class can benefit from Resilient (Constitution). Several classes (Artificer, Barbarian, Fighter, and Sorcerer) already have proficiency in Constitution saving throws and cannot benefit from the feat. Others, like Monk, acquire proficiency in the saving throw later on. So, if you have an odd score and proficiency is something you already have, then it becomes a lot more favorable.
That favorability goes up the smaller your hit dice is. You get back a higher percentage of hit points the higher your modifier is. It makes rolling your hit dice during a short rest more efficient. Or you can combine it with other feats, like Dwarven Fortitude, to gain hit points outside of a short rest. All this can save the party resources; like spells.
It's not bad by any means. It's just niche. And, remember, feats and multiclassing are optional rules. I, for one, loathe multiclassing at my table. So even something like Weapon Master can be desirable under the right circumstances.
The thing with Durable is that its usefulness really depends on how fast-paced your game is. If your party really has like ten or so encounters per adventuring day like the DMG suggests, hit dice become a much more valuable resource, meaning the ability to regain a few hp more from each roll might actually be impactful. However, not a single game I personally have participated in so far actually looked like that. Especially if you also want to get some plot stuff done, cramming that many encounters into a single day is just really difficult, so you end up with maybe one to four encounters per day at most. Under those circumstances, the prospect of actually running out of hit dice becomes much less likely, massive reducing the feat's value.
I could maybe see a niche usefulness here if you specialize in using Hit Dice during combat, using stuff like Dwarven Fortitude, wither and bloom, or Healer, but at this time I don't think there is quite enough material available in that direction to make this strategy truly viable without also benefitting from the feat investment in some other way.
Wait a sec. the DMG suggests 10!? encounters per day???
I couldn't believe that, as it just sounds kinda insane and did a quick search, thought something like: "Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer."
Still a lot in my opinion. We had maybe 2-4 encounters so far. Half easy-medium other half medium-deadly (depending on your roles).
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I feel like this has likely been addressed somewhere, but I can't find where so I'll just ask again.
When one selects the 'Durable' feat, the minimum amount of HP they regain from a roll of their Hit Dice becomes 2xCON. The dice value cannot be treated as anything lower than 2xCON for them.
Does this include values above the Hit Dice involved? Say you have a particularly chonky sorcerer with a CON score of 18 after the feat. Their CON modifier is +4, therefore Durable says they cannot roll lower than 8 when rolling a Hit Die to recover. Their Hit Die is only a d6; their minimum becomes two points higher than their maximum. In such a circumstance, does the sorcerer simply treat each Hit Die as a flat 12HP recovered, dispensing with rolls entirely? Or do they dispense with rolls entirely and only recover 10hp, i.e. their Hit Die maximum + their CON modifier?
Either way, seems like it might be the only actually beneficial usage of the feat; a Hill dwarf draconic sorcerer with Dwarven Fortitude and Durable (and Tough, later) could be a surprisingly sturdy li'l ball of arcane gristle with an 18+ CON score. Especially if one splashes a pinch of Monk to get bonus-action Dodges on top of Quicken Magic to Dodge and cast in the same turn.
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The minimum you can gain from rolling is equal to twice your con mod. So, with a mod of +4 they heal a minimum of 8 from the rolls, plus the con mod of +4, meaning, every hit die they spend to heal they get 12 hp. Since this is greater than what they would normally roll, basically they don't roll HP anymore unless they multiclass into a higher hit die class, they just lose 1 hit die to gain 12 hp back.
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Correct. Normally, the player would roll 1d6+4 to recover hit points (a range of 5-10). With the feat, the minimum value is 8, so if they roll 5, 6 or 7 then it is marked up to 8 (a range of 8-10)..
I dont think that is right. The feat says the minimum you can heal is twice your CON, not the minimum you can roll on your hit dice.
I agree with Greenstone_Walker, if their normal roll is 1d6+4, then their normal range is 5-10. With durable, the range becomes 8-10.
If it was intended to be able to heal more than maximum, I think it would say so.
Hm. So, since you always get your CON mod back at a minimum, what Durable actually does if DJC is right is say "your Hit Die roll can't be below your CON modifier."
...what an utter waste of a feat, if that's the case. Man. I have to wonder what the 5e dev team was thinking, putting shit like Polearm Master or Crossbow Expert in the game and then thinking "you gain one or two additional HP, on average, whenever you expend a scarce and difficult to replenish resource to regain HP" was an equivalent ability even with a half-ASI bolted on. Is it any wonder three quarters of the feats in the PHB never see the light of day? Man, that's depressing...at least the exceed-your-limits maximized version had a narrow niche where it wasn't a complete trap.
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Yeah around half tge feats have fixed/improved versions from fans. I think the fix for durable was to combine it with tough.
Remember that feats are optional rules, and a +1 Con can be very useful for casters (concentration checks) if they round out an odd numbered con score (say a 15 to a 16) and has the additional bonus of healing double con mod minimum.
Durable is, I guess, one of the less popular feats. But it's also a feat that can be used by literally every class. I'm guessing that such versatility has nerfed the feat itself, since otherwise everyone would want it.
Kind regards
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Honestly if a caster was getting the feat purely for the +1 CON then they'd be far far better served getting Resilient (Con). It gives them +1 Con and also gives them proficiency in Con saves - of which Concentration is included.
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Yeah, that's fair. But if they already have war caster and looking for a second feat... But as has been stated before; there are a lot of ifs and buts and the long and short of it is that the feat is not *that* great, but I think it has its value in versatility.
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If they already have War Caster, they're still better off with Resilient (Con). Proficiency and advantage don't conflict, they stack, and a proficiency boost that saves your ass from a blast of frost dragon breath will, in one single roll, prevent more damage than Durable-as-written would ever heal in a typical campaign.
Combining Durable with Tough seems natural enough. Though honestly I kinda liked the idea of niche Durable offering significant extra healing to squishcasters. Oh well. Either way, thanks for the logic check, folks.
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Actually both Crossbow Expert & Polearm Master are actually useful, because Crossbow Expert is beneficial to anyone that does Ranged Attacks including Spellcasters, so they won't be suffering penalties for blasting Magic at a person that's within 5' of them. Polearm Master is useful because if you go against an enemy Rogue that disengages, with Polearm Master, you're still going to be able to take Attacks of Opportunity against them even if they were to Disengage. Because normally, Disengage would prevent Attacks of Opportunity, Polearm Masters essentially negates that ability.
As for Durable the way I read it is [using the previous example of a +4 Con Mod] like this:
For classes with d6 HD, the minimum HP they regain will be 8 HP, so if they roll a 4 or lower then they'll automatically regain +8 HP, but if they were to roll a 5 or 6 then they'll regain 9 & 10 HP (respectively)
For classes with d8 HD, the minimum HP they regain will be 8 HP, so if they roll a 4 or lower then they'll automatically regain +8 HP, but if they were to roll a 5/6/7/8 then they will instead regain 9/10/11/12 HP
For the Fighter's (d10) & Barbarian's (d12) it means that no matter what, at a minimum they're regaining 8 HP per HD spent. They should still roll, as should all classes to see if they roll a 5+ as they would regain more than 8 HP. And for Level 20 Barbarians (or those that read the Con Tome to increase their Con beyond 20), whom can get a 24 Con (+7 Mod), that can be helpful because the minimum HP that they'll regain will always be 12 to 14 HP.
Durable just means that no matter what you roll on the HD you'll be regaining that minimum. Now granted those with a +1 Con Mod are technically screwed because the minimum that they would get would be +2 anyways. Durable is more beneficial for those that (for some reason, either rolled badly or decided for some reason to have Con be their Dump Stat) either have Negative Con Mod because no matter what they're always going to be regaining the minimum of 2 HP per HD Spent as well as those with +2 & higher Con Mod because the minimum HP that they'll be regain will be 4+. Durable is also beneficial to Dwarves whom also take the Dwarven Fortitude Feat, which for a Dwarven Monk, can spend 1 Ki to take Dodge as a BA, can be beneficial because a Dwarven Monk with both Durable & Dwarven Fortitude can regain HP (with a minimum of 2+) essentially as a Bonus Action while benefiting from the Dodge Action.
Yep, it can be beneficial to Dwarven Monks when combined with Dwarven Fortitude. Dwarven Fortitude says that whenever the "Dodge" Action is taken, they can roll a HD to regain HP. Monks can take the Dodge Action as a BA at the cost of 1 Ki, while all other Classes will have to use an Action to Dodge. So Dwarven Monks with DF & Durable can spend 1 Ki, gain benefits of Dodge & regain HP with a Minimum of whatever
I was asking this question to my dm whilst making a new character and looking at feats. the original question is very simmilar to mine but i thought it fair pointing out one thing in my case i was looking to have a sorc that would also borrow some cleric heals. having this feat boosts those heals however when geting the heal spells from the cleric not as a multi class but from a second feat like magic initiate you get this combo
heal rolls are a min of 2x your const: mine would be a 4 so thats 8 min
the heal spell healing word heals for a 1d4+your spell modifier: This is the tricky part becuase if you obtain the skill using magic initiate, then the spell mod used for that spell is wisdom not const. lets say mine is a 2. that means the spell heals for 1d4+2. a range of 3-6, but with a minimum of 8 garunteed by durable is in conflict. i think the original question and mine boils down to does the max limit break because of the durable feat and u just go straight to the min?
The "roll a Hit Die" is when you are using your Hit Die to heal during a short rest, it has nothing to do with healing spells.
The characters who benefit the most from the Durable feat are ones with higher Con mods and lower Hit Die sizes. Does it still benefit martial classes with high Con? Sure. It won't be as big a help, but it'll still help. Nobody likes rolling a 1 or 2 on a Hit Die, after all. Honestly if I've got d10 or d12 Hit Dice, I'm probably taking Tough before I take Durable.
Just a minor correction.
PAM gives you an opportunity attack when a creature moves into your reach. It is the sentinel feat that allows for an opportunity attack even if a creature takes the disengage action.
I just talked with my DM and he had a great answer:
He said, when you roll for an attack, you also add your proficiency and don't use only the number of the die you rolled.
Same goes for different rolls, like initiative.
With that in mind, "the minimum number of hit points you regain from the roll" is not meant for the rolled Hit Die, but for the heal rolled you use the hit die for.
This means, the minimum heal you get is twice your Con-Mod and your maximum heal is your Hit Die + Con-Mod.
Taking a Sorcerer or Wizard with a Con of 20 as example, they would heal min 10 and max 11 points.
A LV20 Barbarian with 24 Con would heal min 14 and max 19 points.
Now, using an artifact or reading a book to increase your CON above 20,
You could play a Barbarian Sorcerer and use the D6 with a CON modifier 6 and you would imediately get 12HP.
If you get up to 24 with such means, though rather unlikely I think? You would get 13HP rather than 14HP with the logic applied above.
In the end, I think the feat can be quite usefull to heal more with less hit dice.
Not every class can benefit from Resilient (Constitution). Several classes (Artificer, Barbarian, Fighter, and Sorcerer) already have proficiency in Constitution saving throws and cannot benefit from the feat. Others, like Monk, acquire proficiency in the saving throw later on. So, if you have an odd score and proficiency is something you already have, then it becomes a lot more favorable.
That favorability goes up the smaller your hit dice is. You get back a higher percentage of hit points the higher your modifier is. It makes rolling your hit dice during a short rest more efficient. Or you can combine it with other feats, like Dwarven Fortitude, to gain hit points outside of a short rest. All this can save the party resources; like spells.
It's not bad by any means. It's just niche. And, remember, feats and multiclassing are optional rules. I, for one, loathe multiclassing at my table. So even something like Weapon Master can be desirable under the right circumstances.
The thing with Durable is that its usefulness really depends on how fast-paced your game is. If your party really has like ten or so encounters per adventuring day like the DMG suggests, hit dice become a much more valuable resource, meaning the ability to regain a few hp more from each roll might actually be impactful. However, not a single game I personally have participated in so far actually looked like that. Especially if you also want to get some plot stuff done, cramming that many encounters into a single day is just really difficult, so you end up with maybe one to four encounters per day at most. Under those circumstances, the prospect of actually running out of hit dice becomes much less likely, massive reducing the feat's value.
I could maybe see a niche usefulness here if you specialize in using Hit Dice during combat, using stuff like Dwarven Fortitude, wither and bloom, or Healer, but at this time I don't think there is quite enough material available in that direction to make this strategy truly viable without also benefitting from the feat investment in some other way.
Wait a sec. the DMG suggests 10!? encounters per day???
I couldn't believe that, as it just sounds kinda insane and did a quick search, thought something like:
"Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer."
Still a lot in my opinion. We had maybe 2-4 encounters so far. Half easy-medium other half medium-deadly (depending on your roles).