I have several doubts about the mechanics of using the healer feat, the character is a paladin that in combat uses a clutch shield and a sword, he has the healing kit in his belt. In combat, having the ally requiring healing within reach, he can drop his sword, use "object interaction" to grab the healing kit and use his action to heal his ally. I have the following questions: 1) Can he do that with the clutch shield, i.e. does he perform the healing with the hand that previously held the sword and the hand that has the clutch shield. 2) Is one turn's action long enough to heal 1d6+4+maximum number of Hit Dice of the creature? 3) Does the fact that the paladin is healing his ally give any advantage to the enemy he is fighting against at the moment of healing?
I'll only answer the bits I'm comfortable commenting on.
1) The rules don't really tell you how many free hands you need. I'd assume one, but that's my assumption, others may assume differently. No definite answer from me here.
2) Yes, the feat says that as an action you can provide that heal, so that means a single action on a single turn.
3) No. Taking this action doesn't take your attention away from the fight enough to provide any advantage to enemies or disadvantage to you. The feat would say otherwise if it did.
First, advantage to the foe - yes if the Paladin doesn’t disengage first. second, dropping (and recovering the weapon and or shield - dropping one or both isn’t the problem those are free actions, the problem comes when you want to pick them up again. If you have simply dropped them to the ground then it’s going to take 2 rounds to pick both back up and have them ready for combat. There is something called a saber knot that could be used however to make recovery a one round action for both. The saber knot is short strong double loop that is tightened around the hilt of the saber (sword) and around the wielding wrist so that if the saber is knocked from your grip on horseback it can be easily recovered, not lost in the muck beneath. A pair of such cords would allow the Paladin to disengage, drop both, draw the kit, apply the bandages/poultices/etc. it’s still going to be at least 2-3 rounds before the Paladin is back in the battle however. You are better off using your Lay on Hands ability in combat and saving the healers kit for post combat use.
the order of actions/rounds as I see it would be:
R1) disengage dragging wounded partner back 15’ ( half move as dragging makes it difficult terrain) R2) drop sword and shield ( free actions) draw and use healer’s kit (really takes longer than one round but by RAW it’s 1 round) R3) A) with saber knots - bring sword and shield back into combat readiness - use an object action but you get both for using the saber knots R3) B) without saber knots - find, recover and re-equip either the sword or shield then R4) the other one R4(A)/R5(B) move and attack in combat as usual.
given that combats rarely run over 5 rounds you would have been in combat only in round 0 when your party member was injured. using laying on of hands you would only have to give up your attack for one round not 4-5.
I have several doubts about the mechanics of using the healer feat, the character is a paladin that in combat uses a clutch shield and a sword, he has the healing kit in his belt. In combat, having the ally requiring healing within reach, he can drop his sword, use "object interaction" to grab the healing kit and use his action to heal his ally. I have the following questions: 1) Can he do that with the clutch shield, i.e. does he perform the healing with the hand that previously held the sword and the hand that has the clutch shield. 2) Is one turn's action long enough to heal 1d6+4+maximum number of Hit Dice of the creature? 3) Does the fact that the paladin is healing his ally give any advantage to the enemy he is fighting against at the moment of healing?
Thanks
As Thezzaruz said, it takes an action to doff a shield. A shield hand is always considered "occupied" - e.g. it can't grapple, it can't hold a torch, etc. So assuming your DM has ruled that you need a "free" hand to manipulate the kit, that hand can't be the shield hand, and it's action-expensive to drop the shield, use that hand, and re-equip the shield. As WolfoftheBees indicated, the rules for healer's kits in general and the Healer feat in specific don't specify number of hands - your DM could rule it takes 2 hands and your DM could rule it takes 0 (in the same way an unarmed strike takes 0) - it's all based on your DM's interpretation.
Yes, as WolfoftheBees said.
WolfoftheBees is correct and WildBill is not - no advantage.
I have several doubts about the mechanics of using the healer feat, the character is a paladin that in combat uses a clutch shield and a sword, he has the healing kit in his belt. In combat, having the ally requiring healing within reach, he can drop his sword, use "object interaction" to grab the healing kit and use his action to heal his ally. I have the following questions: 1) Can he do that with the clutch shield, i.e. does he perform the healing with the hand that previously held the sword and the hand that has the clutch shield. 2) Is one turn's action long enough to heal 1d6+4+maximum number of Hit Dice of the creature? 3) Does the fact that the paladin is healing his ally give any advantage to the enemy he is fighting against at the moment of healing?
Thanks
Two player characters have the Healer feat in my GEYHAWK campaign and the way i rule it you must be within 5 feet of a creature and have at least one hand free to apply bandages salves, and splints as an action. It doesn't take your entire turn, nor does it give enemies any advantage to attack you.
I have several doubts about the mechanics of using the healer feat, the character is a paladin that in combat uses a clutch shield and a sword, he has the healing kit in his belt. In combat, having the ally requiring healing within reach, he can drop his sword, use "object interaction" to grab the healing kit and use his action to heal his ally.
I have the following questions:
1) Can he do that with the clutch shield, i.e. does he perform the healing with the hand that previously held the sword and the hand that has the clutch shield.
2) Is one turn's action long enough to heal 1d6+4+maximum number of Hit Dice of the creature?
3) Does the fact that the paladin is healing his ally give any advantage to the enemy he is fighting against at the moment of healing?
Thanks
I'll only answer the bits I'm comfortable commenting on.
1) The rules don't really tell you how many free hands you need. I'd assume one, but that's my assumption, others may assume differently. No definite answer from me here.
2) Yes, the feat says that as an action you can provide that heal, so that means a single action on a single turn.
3) No. Taking this action doesn't take your attention away from the fight enough to provide any advantage to enemies or disadvantage to you. The feat would say otherwise if it did.
First, advantage to the foe - yes if the Paladin doesn’t disengage first.
second, dropping (and recovering the weapon and or shield - dropping one or both isn’t the problem those are free actions, the problem comes when you want to pick them up again. If you have simply dropped them to the ground then it’s going to take 2 rounds to pick both back up and have them ready for combat. There is something called a saber knot that could be used however to make recovery a one round action for both. The saber knot is short strong double loop that is tightened around the hilt of the saber (sword) and around the wielding wrist so that if the saber is knocked from your grip on horseback it can be easily recovered, not lost in the muck beneath. A pair of such cords would allow the Paladin to disengage, drop both, draw the kit, apply the bandages/poultices/etc. it’s still going to be at least 2-3 rounds before the Paladin is back in the battle however. You are better off using your Lay on Hands ability in combat and saving the healers kit for post combat use.
the order of actions/rounds as I see it would be:
R1) disengage dragging wounded partner back 15’ ( half move as dragging makes it difficult terrain)
R2) drop sword and shield ( free actions) draw and use healer’s kit (really takes longer than one round but by RAW it’s 1 round)
R3) A) with saber knots - bring sword and shield back into combat readiness - use an object action but you get both for using the saber knots
R3) B) without saber knots - find, recover and re-equip either the sword or shield then R4) the other one
R4(A)/R5(B) move and attack in combat as usual.
given that combats rarely run over 5 rounds you would have been in combat only in round 0 when your party member was injured.
using laying on of hands you would only have to give up your attack for one round not 4-5.
Wisea$$ DM and Player since 1979.
One needs to remember that with a shield it isn't just as easy as dropping/picking it up. Donning or Doffing a shield takes an action (each) according to the rules.
Two player characters have the Healer feat in my GEYHAWK campaign and the way i rule it you must be within 5 feet of a creature and have at least one hand free to apply bandages salves, and splints as an action. It doesn't take your entire turn, nor does it give enemies any advantage to attack you.
He's a PALADIN, why are we not talking about his Healing Hands?
Mainly because that was not one of his questions.
Just as telling him that healing is typically better done outside of combat was not one of his quesitons. :)