Are there any nonmagical healing items that would be reasonable for a Level 1 character to start off with? I'm creating a homebrew class that focuses on support without using magic and I'm wondering if there are any nonmagical healing items that wouldn't be too overpowered for a Level 1 character to already have.
If there aren't any good items that fit that description, would it be reasonable and fair for a Level 1 character to have a potion of healing right off the bat?
I second this, also the healer feat to allow you to heal better with the kit(if you are homebrewing a class that may be a good starting point for a class feature)
The healer's kit allows you to stabilize a person who is unconscious but doesn't actually heal hit points. For that you would probably want to give a character the Healer Feat at level 1.
"HEALER You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest."
This gives the character the ability to heal a creature once / short rest.
Also, just for reference, every character in tier 1 playing in Adventurer's League starts every adventure with a healing potion. It doesn't unbalance things, just provides a bit of a safety net if the DM underestimates the challenge in an encounter.
Are there any nonmagical healing items that would be reasonable for a Level 1 character to start off with? I'm creating a homebrew class that focuses on support without using magic and I'm wondering if there are any nonmagical healing items that wouldn't be too overpowered for a Level 1 character to already have.
If there aren't any good items that fit that description, would it be reasonable and fair for a Level 1 character to have a potion of healing right off the bat?
A healer's kit would the obvious choice.
I second this, also the healer feat to allow you to heal better with the kit(if you are homebrewing a class that may be a good starting point for a class feature)
The healer's kit allows you to stabilize a person who is unconscious but doesn't actually heal hit points. For that you would probably want to give a character the Healer Feat at level 1.
"HEALER
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
• When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
• As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest."
This gives the character the ability to heal a creature once / short rest.
Also, just for reference, every character in tier 1 playing in Adventurer's League starts every adventure with a healing potion. It doesn't unbalance things, just provides a bit of a safety net if the DM underestimates the challenge in an encounter.
first aid kit and herbalist