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System Changes
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Player-facing Changes
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- Aganazzar's Scorcher
- Barkskin
- Crown of Madness
- Darkvision
- Find Traps (Detect Traps)
- Flame Blade
- Healing Spirit
- Heat Metal
- Lesser Restoration
- Melf's Acid Arrow
- Nystul's Magic Aura
- Pass Without Trace
- Rime's Binding Ice
- Rope Trick
- See Invisibility
- Tasha's Mind Whip
- Vortex Warp
- Web
- Wither and Bloom
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- Athlete
- Charger
- Cartomancer
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Dwarven Fortitude
- Fey Teleportation
- Fighting Initiate
- Grappler
- Great Weapon Master
- Healer
- Heavy Armor Master
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Piercer
- Revenant Blade
- Savage Attacker
- Sharpshooter
- Skilled
- Skulker
- Svirfneblin Magic
- Tavern Brawler
- Wood Elf Magic
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- Aarakocra
- Aasimar
- Bugbear
- Changeling
- Deep Gnome
- Elf
- Fairy
- Gnome
- Half Elf
- Harengon
- Human
- Lizardfolk
- Minotaur
- Satyr
- Shadar-Kai
- Simic Hybrid (Hybrid)
- Tiefling
- Triton
- Warforged
- Yuan-Ti
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DM-facing changes
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
1hit points equal to 1d6+4, plus a number equal to the sum of twice your proficiency bonus and the creature’s maximum number of Hit Dice. - 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
additionalhit pointsa number equal to the sum of twice your proficiency bonus and the creature’s maximum number of Hit Dice. The creature can’t regain hit points from you in this wayfrom this featagainuntil it finishes a short or long restfor one minute. You can use this special action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. - As part of a short rest, you can give medical aid to your allies, provided you have a healer’s kit on hand. You can provide this treatment to up to ten creatures of your choosing. At the end of the short or field rest, any creature you provided medical aid to will gain the following benefits for each Hit Dice it spends:
- The creature rolls the die an additional time and takes the higher result of the rolls for healing.
- The creature regains an additional two hit points for every Hit Dice they spend. This bonus is added before the total value is doubled.
- If the creature is currently suffering from the Wound condition, you reduce its Wound level by 1.
- These abilities can stack if a creature receives medical aid from multiple users of this feat during a short or field rest.
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