The Paramedic: Best Healer in the Game?

Post/Author/DateTimePost
#1

Zardnaar

May 31, 2015 16:10:55

 

 This is a semi goofy build that I have seen elements of it being used in game. We have known about the interaction between the Rogue:Thief fast hand ability and the use an object ability as a bonus action. This means you can use a healers kit as a bonus action to stabalise a PC or cure them of 1d6+4+ their level with the healer feat.

 

 Stabalizing them also restores them to 1hit point.In effect this is almost a healing word ability since in both cases 1 hit is very likely toput them back down again as the difference between 1 hp and 1d4+wisdom modifier is often 1 hit anyway.

 

 

 As a human you can get this at level 1. To take it a bit further you can also take the mobile feat at level 4 gaining a 10 boost to speed. If you attack someone you can also avoid an AoO from them for the rest of your turn. The Rogue my PCs are running now used 4d6 drop the loweest and got a 17 so got to start the game with 18 dex and is currently level 3. The same PC who discovered the thief+healer feat interaction is now looking at adding the mobile feat to the mix.

 

 Ta da the Paramedic build. Semi umliited healing where it is really really hard to die (or even stay unconscious) and you get 1d6+4+level healing per person per short rest. 

#2

Jordan175

May 31, 2015 17:06:49

The "once per short rest" really limits this though. If he has a high enough wisdom and wants to go the dedicated healer route, I would reccomend going life cleric after level 3 or 4.

#3

Zardnaar

May 31, 2015 17:45:17

Inly the 1d6+4+lvl thing is limited by 1/short rest the 1hp stabilize trick is unliited AFAIK. THe life cleric is not even the best healer in 5E although it is the best MC healer.

#4

Ashrym

May 31, 2015 19:26:57

 

Stabilize is almost unlimited. It requires a healer's kit so is limited by the supplies at 10 charges per kit.  The one per short rest on the other application is limited the same way in healer kit uses but kicks butt over using spells because of limited slots and free scaling on the healing from the feat, especially at lower levels.

 

#5

Psikerlord

May 31, 2015 21:00:18

The whack-a-mole dnd effect is best avoided by using the zero hp = death save or roll on the Injury table, or some variant of it (exhaustion levels, random attribute penalties - something, anything!). HP restoration itself is vast and plentiful just with each character's own HD pool, special abilities like second wind/lay on hands, plus caster healers. And then there's the healer feat.

#6

FrogReaver

May 31, 2015 22:30:07

Zardnaar wrote:
#7

RulesJD

May 31, 2015 23:46:51

1.  Arcane Trickster makes a better healer than Thief.  An AT can do the same thing at 30ft range with their special Mage Hand.  Just buy a bunch of potions of healing and you can healing up friendlies in 30ft of you as a bonus action.

2.  The "best" healer in the game is a Life Cleric/ Lore Bard (6).  At level 6, steal the Paladin spell Aura of Vitality.  Congrats, you're now the best healer in the game. 

#8

AdrastusDarke

May 31, 2015 23:52:55
I wish this was the case (seeming as I'm currently making a rogue with the healer feat to represent a doctor) but I don't think it works like that.

the thief's cunning action ability allows you to take the use an object action as a bonus action. The healers kit uses your action (not specifically the use an object action). The healer feat also calls on your action to use the healers kit in different ways.

the use an object action on page 193 of the players handbook says that it allows you another object interaction after your free object interaction, so the only way it would allow you to use a healers kit would be if you could use a healers kit with your free object interaction which is not the case. You could argue that an object is being used so it applies but if that is the case not only would this contradict the text calling for your action to use the healers kit but it would also allow use of any other object in a similar fashion, I use my cunning action to make an attack with my sword because a sword is an object and I'm using it would not be accepted by pretty much any dm so why would the healers kit work this way?

#9

Ashrym

Jun 01, 2015 0:40:38

Jeremy Crawford @JeremyECrawford Oct 24

@edge2054 @mikemearls Yes, a thief could use a healer's kit as a bonus action. But the DMG clarifies that magic item use is its own thing.

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(Reply to #9)

AdrastusDarke

Ashrym wrote:
(Reply to #7)

Zardnaar

RulesJD wrote:
#12

mellored

Jun 01, 2015 5:45:21

Life Cleric / Druid 1 with goodberries.

 

Heck.

 

Life Cleric 1 / Druid 1 / Thief 3.   Now you can rapidly feed people goodberries.

#13

Zardnaar

Jun 01, 2015 5:48:36

mellored wrote:
#14

mellored

Jun 01, 2015 5:55:16

Zardnaar wrote:
#15

Zardnaar

Jun 01, 2015 12:08:04

mellored wrote:
#16

mellored

Jun 01, 2015 12:33:17

Zardnaar wrote:
#17

Zardnaar

Jun 01, 2015 12:58:40

mellored wrote:
#18

mellored

Jun 01, 2015 12:56:48

Variance is a good thing IMO.  Though i would agree it's a little high for my tastes.

 

Not saying healer feat isn't powerful.  But you could easily have a warlock 1 / druid 1 with goodberries doing the same thing.

Or a party of fighters using second wind.

 

 So what may be very very easy for one party change a couple of moving parts becomes a slaughter fest for another party. Healing rates seem schitzophrenic. Older D&D may be brutal by modern standards but at least you knew it was brutal and could account for it. In 5E its all over the place.
#19

Zardnaar

Jun 01, 2015 13:16:13

mellored wrote:
#20

mellored

Jun 01, 2015 13:23:35

If you have a party that's co-optimized, they SHOULD make most encounters easy.

#21

Zardnaar

Jun 01, 2015 14:52:02

mellored wrote:
#22

mellored

Jun 01, 2015 21:17:10

i'd rate inspiring leader better for any Cha class. since it's a pre-heal. though at level 1, healer does offer a good bit more HP.
but yes, i reccommend them for any party.