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Healer Feat 5e

Healer Feat 5e

The battle rages around you. You duck behind the ruins of an apothecary. Next to you in the rubble, you see a bundle of salves, bandages, and medicinal herbs. It’s not just any bundle, a healer’s kit. You remember the time you spent training as a healer. You gather up the bundle and rush towards the closest injured fighter.

What is Healer Feat 5e?

Source: Player’s Handbook

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.

How does Healer Feat Work?

The Healer feat in 5e is the perfect addition for a player that wants to create the ultimate healing character. This feat offers some great options for aiding your party so they can jump back in and rejoin the fight. 

The Healer feat makes a character better at using their healer’s kit. In battle, people get knocked out, start to bleed out on the floor, and hover close to death.

If you have the Healer feat, you can not only stabilize your targets but also receive an additional hit point. So you can bring them back to consciousness and give them a little extra health that they hopefully don’t immediately lose. 

After the battle when players have had a short or long rest, you can pull out your trusty healer’s kit. Healer’s kits are usually only used to stabilize, but with Healer feat, you can do much more. You can use one of your healing kits’ ten total uses to heal your buddy. In addition to saving lives and limiting death saves, a character with the Healer feat can also restore 1d6+4 hit points plus the maximum number of the character’s hit die

Remember, you have to use an action to use the healer’s kit to stabilize a fallen companion. Also, you can only heal using this feat once per rest. That means that before your target can recover HP in this way again, they must take a short or long rest. 

Is Healer a Good Feat?

Every party needs a healer. So choosing the Healer feat is a good idea, especially if you plan on playing more of a supporting character. 

Suppose your character is willing to stay out of the fight until needed. The Healer feat is a great way to utilize healing power without a spell. All you need is a healer’s kit, which you can find in most general stores for about 5gp, DM willing. 

Some people say that the Healer feat is overpowered because you can heal so much by only using one action. However, there are some limitations.

It takes up a feat slot, and most characters only have a few spaces for feats.  Using Heal as an action takes away the opportunity for the players to deal damage to the enemy. Depending on the situation, this is a significant limit. The healer can only heal a creature using this feat once per rest, basically once per battle or two, which limits overuse. 

Which Classes Can Best Use Healer Feat?

Since you don’t need any proficiencies to use the healer’s kit, many classes can benefit from this feat. It is especially beneficial for Clerics and Druids at lower levels. Depending on which path these classes take, they get some intense healing powers at high levels. But the Healer feat would be a good start on the way to fantasy physician. 

Paladins would also benefit from this feat for similar reasons. Their dedication to doing what is right would pair well with the Healer feat while leaving room for other spells. 

At lower levels, the Healer feat can be really beneficial. As your character develops, gains spell slots, and increases in ability, you will probably use this feat less and less.

However, DnD is usually a marathon, not a sprint. Choosing the Healer feat can help you develop your character and help you decide which direction to take at higher levels.