Inspiring Leader

Post/Author/DateTimePost
#1

AndyDay

Nov 20, 2014 10:04:50

Inspiring Leader seems a little weak for a feat. Especially considering how easy it is to heal in 5E, temporary hit points don't seem like a big deal. Am I missing something?

#2

mellored

Nov 20, 2014 10:15:01

It's +2 or 4 Con for each person in the party.

And having more hit points early is better then having them late.

 

 

So yes, it's a very good feat.  Each party should have 1.

Likewise, each party should have the healer feat.

#3

Saelorn

Nov 20, 2014 10:53:06

From what I recall, it's another of those feats that will vary from table to table. In a game with a lot of small encounters and plenty of time to rest, those temporary Hit Points will go a long way. I mean, it's not once per day, is it?

#4

El_Condoro

Nov 20, 2014 11:03:13

Theoretically, it's any number of times per day but only once per creature until they take a long or short rest, no more than 6 creatures per 10 minutes. Each would get a minimum of 5 temporary hit points (level 4 to get feat + need to have charisma of 13+ = at least +1) so potentially minumum 30 temporary hit points each time. There is no time limit, so in a large group (including NPCs) you could get a lot of extra hit points. For half an hour's inspirational talking, you could do 18 creatures at 5 hit points each = 90 temporary hit points. Nice. But it depends on the situation - a normal party would just get the 5+ temp hp. Still OK.

#5

mellored

Nov 20, 2014 11:34:59

It's books suggested 2 short rests per day.  Though IME 1 is more common.

#6

El_Condoro

Nov 20, 2014 11:39:41

The character with the feat doesn't have the rest restriction - it's the creature that gets the benefit that is restricted to needing a rest. The per 10 minutes thing is the only time restriction for the user of the feat.

#7

mellored

Nov 20, 2014 11:45:15

It's also pretty nice with summons and animate dead.  If you have the time.

Giving your 1 HP pixie 15 temmporary hit points for instnace.

#8

GTKA666

Nov 21, 2014 10:54:56

My party has come to the conclusion that the best healer is the one that makes it so he doesnt have to heal in the first place. So temp HP and AC increase are the way we burn through scenarios. We have finished the first episode of Rise fo Tiamat and we have had 3 instances where our Life Cleric had to heal the party (through LMOP and HOTDQ). Only reason why is our tanks stacked AC, Shield of Faith is an amazing spell and temp HP boosts.

Take Inspiring Leader, you will get your moneys worth.

#9

AndyDay

Nov 22, 2014 7:51:00

Good insights. I do think that the way I run games clouds my view of this one. I tend to have 1 encounter per day, rather than the rediculous # of encounters that the Basic DMG calls for. Ergo, the long term compounding bonus doesn't really happen for us. We fight a battle and then recover basically all of our resources. Typically.

#10

mellored

Nov 22, 2014 7:58:02
Even with 1 battle a day, it's still +2con for the entire group. Though it is somewhat less impressive. As are any other short rest ability, like monks and warlocks.
#11

Sorxores

Nov 22, 2014 12:18:07

Remember that emporary HP do not stack so character with different Temp HP option (Armor of Agathym for the Warlock for exemple or an infernal warlock) won't benefit from it as much.

 

Also remember that the abjuration Wizard create a WARD that soak up Hp, and that Ward is a seperate entity from the wizard so the ward does astack with Temporary hp.

 

Then if "preemtive healing" is your prefered way to go, why don't just cast Haste on the greatsword barbarian and cast fireball, very few encounter will survive a fireball followed by a raging hasted barbarian killing the survivors.

(Reply to #11)

Ashrym

Sorxores wrote:
#13

FrogReaver

Nov 22, 2014 18:25:42

If taken with a variant human at level 1 you can give your party each 4 extra hp.  Considering a barbarian likely only has 14 and the wizard only has at most 9 that extra 4 hp goes a long way.  

 

At level 4 it's going to be about +8 hp for everyone.  That's just extradionary.  Especially considering the wizard only has 21 hp.  The rogue has 26 hp.  The fighter only has 31.  8 more hp is still strong for him.  Now I admit it loses effectiveness a bit as you level but it's still a really amazing feat.  Somewhere between 25% to 38% more hp per party member at level 4.

(Reply to #13)

Ashrym

FrogReaver wrote:
#15

mellored

Nov 22, 2014 21:07:15
Healer doesn't help as much when the 10 HP wizard get's hit for 12. Yes it's slightly more, but only if you survive long enough to use it. Still, the answer is both.
(Reply to #15)

Ashrym

mellored wrote:
#17

FrogReaver

Nov 23, 2014 12:31:20

The option that keeps the wizard conscious more often is better.

 

Which is more a question of how likely it is to get 1 shot.

 

The chance to get knocked unconscious can increase due to hp attrition. (Losing hp when no healing is present.)

 

At level one having a bigger hp pool helps more than extra healing.  

#18

Sorxores

Nov 23, 2014 12:49:49

the option to keep the wizard conscious the longest is to play a smart wizard using mage armor and range spell (like magic missile and firebolt) at low level, then taking shield when you get more 1st level spell.

#19

mellored

Nov 23, 2014 12:56:29

Ashrym wrote:
#20

BRJN

Nov 27, 2014 13:57:19

AndyDay wrote: