Healer
| Name | Healer |
|---|---|
| Prerequisite | None |
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Benefits
- Stabilize and Heal: When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- Heal Action: 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.
Analysis
Healer is incredibly powerful in campaigns with limited access to healing magic. It provides reliable, repeatable healing that doesn't require spell slots. The healing scales with the target's level, making it relevant throughout the campaign. A healer's kit has 10 uses and costs only 5 gp, making this very economical.
Best For
- Non-casters: Fighters, rogues, or monks who want to help the party
- Support characters: When combined with healing magic
- Groups without clerics: Fills a critical party role
- Anyone: In gritty or low-magic campaigns