Quote Originally Posted by Damon_Tor View Post
Looks pretty dope. I like a "heal" effect that gets stronger the more badly damaged someone is.

A bit of an odd interaction with proper heals though: someone gets cauterized, then gets healed, they wind up with their normal max HP+half of whatever they were missing. Players with a certain mindset might consider deliberately reducing their hitpoints to 1, using cauterize on themselves, then healing themselves back up to full for 150% of their normal max HP+your int mod. I'm not sure how to eliminate such shenanigans without complex wording specifically reducing the tHP as normal healing occurs. But realistically, I don't see a strong reason why these should be tHP except for resource expenditure purposes. My suggestion would be to make it legit healing, restoring real HP, but at the cost of the targets' hit dice. After all, this isn't magic, you're applying biological science to assist the body's natural healing process, so it makes sense the body's healing resources would be taxed appropriately.

I'm not sure if "bleeding" is really modeled anywhere in 5e except I guess by the "dying" condition.

I also kind of feel like it should work on some constructs: the same process can weld them back together. Maybe limit it to "living creatures and creatures made of metal" so that non-metal constructs like flesh golems aren't healed.
My reasoning for making it not real healing was that cauterization isn't really healing (arguably it hinders proper healing because it creates burn scarring). It's only useful as a way to close a wound to prevent contamination and stop bleeding.

The bleeding thing isn't in baseline 5e that I could find (I looked after writing this) but I'm going to leave it in because I've seen a few homebrews that create it and I want to be clear. Unless I alter cauterize to be proper health, in which case it is kind of moot.

Welding constructs back together makes sense, but it sort of flies against the style of 5e to make such a narrow exception.

I ended up with everything except the 14th level Sapper feature finished yesterday, but it's not formatted yet. I'll figure that feature out and put the class up tomorrow and try to get some quick reviews for the other classes sometime next week (got plans this weekend).