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General Tabletop Discussion
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House rule for in combat healing and yoyo at 0 HP
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<blockquote data-quote="RoughCoronet0" data-source="post: 9192859" data-attributes="member: 7031665"><p>That’s sort of how my group handles this. We have Homebrew feats and boons that can increase the healing players do or give them new ways to heal allies. </p><p></p><p>One feats adds a number of healing dice equal to d6 x casting modifier when casting a healing spell that they can use a number time equal to proficiency bonus.</p><p></p><p>Another feat gives a Dragonborn the ability to expel healing energy using their breath weapon feature which deals damage to enemies and heals allies for the rolled damage (there is also a magic item that gifts this breath weapon to non-Dragonborns).</p><p></p><p>Another feat gives the Dhampir’s bite greater healing to themselves and the ability to use hemocraft to convert the blood they drain into healing energy that can then use on a nearby ally.</p><p></p><p>We also have magic items that allow for cool player synergy that grants healing. One of the players have a Ring of Cold Hands where 2 of the 5 charges can be used to absorb one cold attack that deals damage and heal from it instead. So one of the casters can drop a cold damaging aoe in the player to both help clear threats and heal that player.</p><p></p><p>Another item is a Siphoning weapon that can do a bit of healing one a turn when the user deals damage with the weapon, or a one per rest feature that heals the user for the full damage of the attack, including additional modifiers and extra damage dice.</p><p></p><p>We also have a greater variety of healing spells at all levels and subclasses that can specialize in combat and out of combat healing.</p></blockquote><p></p>
[QUOTE="RoughCoronet0, post: 9192859, member: 7031665"] That’s sort of how my group handles this. We have Homebrew feats and boons that can increase the healing players do or give them new ways to heal allies. One feats adds a number of healing dice equal to d6 x casting modifier when casting a healing spell that they can use a number time equal to proficiency bonus. Another feat gives a Dragonborn the ability to expel healing energy using their breath weapon feature which deals damage to enemies and heals allies for the rolled damage (there is also a magic item that gifts this breath weapon to non-Dragonborns). Another feat gives the Dhampir’s bite greater healing to themselves and the ability to use hemocraft to convert the blood they drain into healing energy that can then use on a nearby ally. We also have magic items that allow for cool player synergy that grants healing. One of the players have a Ring of Cold Hands where 2 of the 5 charges can be used to absorb one cold attack that deals damage and heal from it instead. So one of the casters can drop a cold damaging aoe in the player to both help clear threats and heal that player. Another item is a Siphoning weapon that can do a bit of healing one a turn when the user deals damage with the weapon, or a one per rest feature that heals the user for the full damage of the attack, including additional modifiers and extra damage dice. We also have a greater variety of healing spells at all levels and subclasses that can specialize in combat and out of combat healing. [/QUOTE]
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House rule for in combat healing and yoyo at 0 HP
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