Wand of healing 5e

Dec 31, 2022 · Healers such as Clerics remain a constant in adventuring parties due to their invaluable healing abilities. In Dungeons & Dragons (D&D) Fifth Edition (5e), Clerics remain a popular class to pick ...

Wand of healing 5e. Rod of Rulership. Requires Attunement. You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader.

The second most used wand (with 5 users) is the Duelist's Dancing Blade, which is a very sensible choice if you're serious about your low level PvP. Even at level 10, it gives one power pip at the start of the battle, plus 2% added accuracy, a outgoing healing boost of 3% and 6 wand hits. This is an expensive wand, however, costing 3000 ...

You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 …Nov 21, 2002. #6. there is a wand of cure light wounds in the DMG (pg 206) it costs 750 gp (so the cost to create would be 375 gp) and works just like the spell (you would have to touch the target) if you used Reach Spell, i believe you would have to create the wand as a spell of two level higher (market price: 11250 gp, cost to create: 5625 gp) A.Wand of Web. Requires Attunement by a Spellcaster. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.Infernal Healing. School conjuration (healing) [evil]; Level cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1. You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor.On a 1, the staff vanishes in a flash of light, lost forever. Show Attribute List Attributes Staff of Healing Adventuring Gear (Staff) Category: Items Item Rarity: Rare Weight: 4 Items list Requires Attunement by a Bard, Cleric, or

Wands 5E Guide. Wands are spell focuses for arcane casters and druids. If a Sorcerer, Warlock, or Wizard are holding a wand, they can use that as their spellcasting focus. If a Druid is holding a Yew Wand, they can use that as their focus. This allows them to hold an item and still utilize spells with somatic components.5e SRD:Cure Wounds. This material is published under the OGL 1.0a. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each ...Returning 35 results for 'wand of healing'. Other Suggestions: wild of healing ways of healing wind of healing ward of having walk of having Talis the White Monsters Special Equipment. Talis has scale mail, +1;+1 scale mail and a wand of winter. Fey Ancestry.Wand. Type: Arcane Focus Cost: 10 gp Weight: 1 lb. An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in the Spellcasting section. Tags: Utility. Basic Rules. Dungeons and Dragons (D&D) Fifth Edition (5e) Equipment, Gear ...Wand of Overflowing Life (4th-Level Spell) Item 11 Source Advanced Player's Guide pg. 265 2.0 Price 1,400 gp Bulk L Wand of Overflowing Life (5th-Level Spell) Item 13 Source Advanced Player's Guide pg. 265 2.0 Price 3,000 gp Bulk L Wand of Overflowing Life (6th-Level Spell) Item 15 Source Advanced Player's Guide pg. 265 2.0 Price 6,500 gp Bulk LPotion of Healing 30 - Potion of Watchful Rest 50 - Uncommon Blood of the Lycanthrope Antidote 220 - Bottled Breath 140 - Mummy Rot Antidote 200 - Oil of Slipperiness 230 - ... Wands Cost in GP Attunement Common Fernian Ash Focus 50 Required Irian Rosewood Focus 100 RequiredThe wand of paralysis violates it, and that's a problem, especially where legendary creatures are concerned. With a whole party unloading its deadliest attacks with advantage and auto-crit, one round of paralysis is practically a death sentence. Last edited: Nov 11, 2015.Cure Wounds 5e Compared to Healing Word. If you're a Bard, Cleric, or Druid, you'll have the choice between Cure Wounds and Healing Word — Healing Word is the better option. It has a 60-foot range, allowing you more freedom of movement in combat. Plus, it only costs a bonus action, freeing you up to attack, cast a cantrip, or use another ...

Potions of Healing cost half of a Magical Item of the same rarity. Going by the rule that an item costs half of the total item value, Potions of Healing seem way overpriced for consumable items if you go by the non-consumable Magical Item value chart. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing ... Back to Main Page → 5e Homebrew → Equipment. Contents. 1 Common; 2 Uncommon; 3 Rare; 4 Very Rare; 5 Legendary. 5.1 Incomplete Items; Common. Item Type Subtype $2 Coin : Wondrous item ... Wand Wand of Healing : Wand Wand of Overexertion : Wand Wand of Smiles, Variant : Wand Wand of the Elements : Wand Wand of Thunderwave : Wand Wandgun ...Tome of Clear Thought. Tome of Leadership and Influence. Tome of Understanding. Universal Solvent. Well of Many Worlds. Wind Fan. Winged Boots. Wings of Flying. A list of 5e SRD magic items order by type.A Wand of Infernal Healing is 2000g compared to the 750g for a CLW wand. Note the costly spell component (Dose of Unholy Water, which is 25g and easier to get and therefore less expensive than a drop of demon's blood). Nope, it is 750gp. A "dose" of unholy water is not the same as "a flask" of unholy water.

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St. Paul's United Methodist Church, Toledo, Ohio. 282 likes · 33 were here. We are a diverse, inclusive, mission-focused United Methodist church in the heart of downtown …The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100 — Effect: 01-05 — You cast slow. 06-10 — You cast faerie fire. 11-15 — You are stunned until the start of your next turn, believing something awesome just happened. Healing Word. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Show ...Healing (x2) 2 - Phandalin: Healing (x3) Redbrand Hideout: Healing (x3) Invisibility: Augury Charm Person Fireball: A +1 longsword Staff of Defense: 3 - The Spider's Web: Old Owl Well: ... The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.Bracers of defense. 27. Brazier of commanding fire elementals. 28. Cape of the mountebank. 29. Censer of controlling air elementals. 30. Armor, +1 chain mail.I modeled and named the Wand AFTER the Staff, even! Haha. The point of the artifact is for a player to be able to heal his party, simultaneously, in the heat of battle. Kinda like a "Healing Grenade" almost, but for lower-level players/characters who specifically do not have access to L.5 magics or the Staff. --BigBlue 17:52, 10 March 2016 (MST)

At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a ...Journeys through the Radiant Citadel. KGV. Keys from the Golden Vault. LLK. Lost Laboratory of Kwalish. LMP. Lost Mine of Phandelver. MOT. Mythic Odysseys of Theros. Staff of Thunder and Lightning. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee attack using the staff, you can ...Wand of Lightning Bolts. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20.Rope of Entanglement. Wondrous Item, rare. This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.Staff of Healing Source: Dungeon Master's Guide Staff, rare (requires attunement by a bard, cleric, or druid) The staff has 10 charges.Healing Wands are Support items that regenerate health over 7s when used and have a cooldown of 1s. They are unlocked through leveling up Zombie Slayer. Wand heals do not stack. Their effects are increased by +50% when wearing a full set of Revenant Armor. Their Effects can also be doubled by Zombie's Heart and its upgraded forms. Combining the above can triple the power of all the wands ...Healing after leaving an abusive relationship is possible. If you're unsure where to start, these tips may help. Recovering from an abusive relationship is possible. Here are helpful steps on how to heal and prioritize your well-being in th...Here, the Wand of Wonder has us preselect the "any one creature", and allows us to select one within 120 feet, instead of the 30 feet noted in the spell description. So we are then able to detect the thoughts of the selected target.Aid in 5e acted like a ghetto mass healing word in 5e. Nobody bothered to cast it unless they had multiple allies on the floor and using your action and a 2nd level spell slot to bring up three people was optimal. Now it's a solid way to gain temporary hit points, when that matters. Still a niche spell but at least it's a different niche.

If you are looking for a combat healing ring I would suggest a Healing Spirit ring (similar to druid spell). Effect is the same (1d6 hp per round for the wearer of the ring) but only has a duration of 1 min. 4 charges on ring, 1d4 charges back each dawn.

The Wand of Shadows is a tool added by Electroblob's Wizardry. It can be found in loot chests, dropped by Evil Wizards or traded by Wizards. It is identical to the Magic Wand, holding 700 Mana, having 3 upgrade slots and being able to only cast Novice Spells. However, as an elemental Wand it gives Necromancy Spells a 15% bonus in potency. It can be upgraded to an Apprentice Necromancer Wand ...Healing word can be done by range but only has half the maximum healing capability, if it took a level 5 spell slot the cure wounds can do a maximum of 40 + spell caster bonus. whereas healing word can only do 20 + spell caster bonus. My players are *****ing that it should heal warforged. Warforged are constructs.The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant. Time to make SMASHING! This is the potion you give to a main tank during the final boss mission. This potion provides an extra crunch!Bag of Holding. Wondrous Item, uncommon. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents.Relevant Page Number. 202. Price Range (per DMG) 501 - 5,000 gp. Price (per Sane Prices) 13,000 gp. More details on the Staff of Healing can be found at. Staff of Healing Details.Healing Word. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st. No, you don't need someone to play a healer in your DnD 5e party. Healers provide good benefits but aren't strictly necessary. If you don't have a healer in your party, you can always make do with medical kits, although the efficacy of that healing won't be as good as with a dedicated healer. DnD is designed with a philosophy of freedom ...With hit dice for healing between battles, Wand of Cure Wounds is not as needed in 5e. On the other hand, having free castings of Cure Wounds from a magic item could allow a low-level party to take on many more battles per day than they normally would. I would give the wand a low maximum number of charges (5, perhaps) and have it recharge very ...

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This item is a must-have for characters that want items like Gauntlets of Ogre Power and want to take the risk of dump-stating. Xanathar's Guide says it would take 10 workweeks and 2,000 gold to craft. If you're willing to make the investment, you can have it much earlier and sell it once you learn the infusion.Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Item - Staff of Healing - This staff has 10 charges. While holding it, you can use an action to expe...Magic Item. Cost in Gold Pieces. Description. Amulet of the Devout. 101-50,000. A necklace that grants +1, +2, or +3 bonus to a cleric or paladin’s spell save DC and spell attacks, depending on rarity. Arcane Grimoire. 101-50,000. A tome of magical knowledge that grants +1, +2, or +3 bonus to wizard spell save DC and spell attacks, depending ...You have 10 charges, replenishing 1d6 + 4 each day at dawn. The staff vanishes in a puff of flower petals if you use the last charge. Wand of Pyrotechnics ( common) – This wand has 7 charges which can be used to create a harmless burst of multicolored light up to 60 feet away. The wand regains 1d1 + 1 charges daily at dawn and erupts in a ...Potion of Healing. Potion, common. You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. Potions of Healing.Potion of Speed. Adventuring Gear (Potion) Category: Items. Item Rarity: Very Rare. Weight: 0.5. View All Items ». « search Items list. Potion, very rare When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.Wands 5E Guide. Wands are spell focuses for arcane casters and druids. If a Sorcerer, Warlock, or Wizard are holding a wand, they can use that as their spellcasting focus. If a Druid is holding a Yew Wand, they can use that as their focus. This allows them to hold an item and still utilize spells with somatic components.Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.<br /><br /> If you find a wand, you can ...The wand specifically says you "cast the fireball spell", so no bonus action to cast anything but a cantrip. 5E has plain language that should be followed when it is clear. Magic items still cast spells unless they state otherwise meaning the rules for casting still apply including the limitation on casting a cantrip on the same round you cast another … ….

Vampiric Touch is a third-level Necromancy spell available to Warlocks, Wizards, and clerics of the Death and Grave Domains. This spell allows casters to touch a target and sap health from them. If you succeed on your attack roll, the target takes 3d6 necrotic damage.In some cases the item might be treated as both magical and mundane. For example, a potion of healing is magical and is a common reward or piece of loot, but it can also be routinely purchased. And if you are looking for pointers on how equipment should be made, look no further than Equipment Design (5e Guideline) .Go craft a Healing Belt (caster level 3 required) with the help of any decent priest. Heals 6d8 damage per day. That should do you for a while. Alternatively, go buy a Wand of Lesser Virgor for 750 GP, and get 550 HP of healing out of it. Healing in combat is often one of the worst things you can do.Healing Word. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Spell Lists.Wands 5E Guide. Wands are spell focuses for arcane casters and druids. If a Sorcerer, Warlock, or Wizard are holding a wand, they can use that as their spellcasting focus. If a Druid is holding a Yew Wand, they can use that as their focus. This allows them to hold an item and still utilize spells with somatic components.Wand of Entangle Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC. 13) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20.More powerful spell wands have a more restrictive attunement requirement. This seems intentional. If you look at the various magical Staves many of them have even more specific requirements than the wands. Like the Staff of Healing requiring attunement by a Bard, Cleric or Druid.Wand of magic detection Wand of magic missiles Wand of secrets Wand of the war mage +1 Wand of web Weapon +1 Weapon of warning Wind fan Winged boots Common Items Potion of climbing Potion of healing Spell scroll (1st level) Spell scroll (cantrip) Uncommon Items Adamantine armor Alchemy jug Ammunition +1 Amulet of proof against detection and ...I read in the description of the Herbalism Kit that it contains components essential for the brewing of healing potions. Also, choosing the kit as starting equipment gives you proficiency with it. But I can't find anything about the process, magical or otherwise, for making a healing potion. Would this be a 'up to the DM' or a 'it's in the DM ...A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line . 91-95. A burst of colorful shimmering light extends from you in a 30-foot radius. Wand of healing 5e, Wand of the War Mage. Until you get that staff, the Wand of the War Mage will suit you well. It boosts the effectiveness of your cantrips and targeted spells. It also lets you ignore cover. How fun! Super basic, but super efficient, for any caster to use. If using Tasha's content, then you might want to find a Bloodwell Vial instead. That's ..., A healing spell is one of facilitation. It promotes belief in one's body to feel less pain or to improve a chronic condition. It can hasten convalescence. A healing spell encourages well-being, positivity, and confidence. It can help someone to feel more at ease in their mind and body. It makes sense that everyone should practice a little ..., Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Item - Staff of Healing - This staff has 10 charges. While holding it, you can use an action to expe... , 5e SRD:Mass Cure Wounds. This material is published under the OGL 1.0a. A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead ..., Bag of Holding. Wondrous Item, uncommon. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents., Birch Wand of Entangle (F021) Requirement: Must be a spellcaster to use or benefit from this item. Standard: This wand is made of Birch with an engraving stating entangle in Thyatian. While not attuned, this wand has a single charge, and can recharge that at dawn on the morning after the night of the full moon. Attunement: This wand has 7 charges., Rare, Requires Attunement by a Bard, Cleric, or Druid. This is a staff with 10 charges that allows you to cast three healing spells: Cure Wounds (1 charge per spell level, up to 4), Lesser Restoration (2 charges), and Mass Cure Wounds (5 charges). The staff regains 1d6 + 4 charges at dawn., Parchment free scroll of CLW. A 25 weight etched stone tablet that costs 5-10x what a normal scroll of CLW costs and is a one-time use item. Ring of selfish choices. Increases the wearer's HP by 15, but causes every friendly creature in 20 ft to suffer all status debuffs inflicted on the wearer. Essential Oil Mixture., Wand of Petrify. Rare Wand . Effect. This wand is a dehydrated and hardened eye stalk of a beholder. It has 1d4 charges. During a long rest, if exposed to rock, stone, or other hard material, it regains 1 charge to a maximum of 4. This item works exactly like the beholder’s Petrification Ray. The targeted creature must make a DC 16 DEX save., What Is Metamagic in 5e? Metamagic is an ability that allows sorcerers to manipulate spells they cast to better fit the situation. This 3rd-Level sorcerer feature allows the spellcasters to use sorcery points to use one of a variety of metamagic options as they cast a spell.. The feature lets them learn two of the 10 metamagic options at 3rd-Level, a third option at 10th-Level, and a final ..., Potion of Invisibility. Potion, very rare. This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Notes: Invisible, Deception, Consumable. Item Tags: Deception Consumable., For magical crafting, the Dungeon Master's Guide says to treat a formula as a magic item one step rarer than the item it makes. A Potion of Speed formula would be a legendary magic item, so it would be extremely hard to come by. This spell cast on you without the possibility of losing concentration is VERY powerful., Amulet of Health - DND 5th Edition. Amulet of Health. Source: Dungeon Master's Guide. Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. attuned dmg rare wondrous-item., At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a ..., The Wand of Healing Word is a magical wand discovered by the party in Omurem's hoard at the third ritual site. The party of campaign one also possessed a wand. Wand, Uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Healing Word spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the ..., 15 Years of Experience. Owner, Laurie Barraco, has been operating The Mystical Moon since 2007! High quality metaphysical store with all the spiritual tools you need. Healing …, Jun 17, 2023 - Explore Chris W's board "5) Staves, Wands, & Focuses", followed by 165 people on Pinterest. See more ideas about d d items, dungeons and dragons homebrew, dnd 5e homebrew., Staff of Healing. Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser ..., Wands of cure serious wounds were magic wands that allowed their owners to dispense powerful curative magics, on par with the most experienced clerics. Wand of cure serious wounds were rods carved out of mahogany wood and was warm to the touch. These wands allowed the wielder to cast extremely potent version of the cure serious wounds. Each wand possessed up to ten charges. In 1369 DR, several ..., This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Can only be attuned by a spellcaster., However, the wand sheath and the attached wand count as a single magic item with regard to. the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends. Absorbing Tattoo. Magic Items. Produced by a special needle, this magic tattoo features designs that emphasize one color., The sacraments of healing are the sacrament of reconciliation, also known as penance or confession, and the anointing of the sick. The sacraments of healing are two of seven sacraments upheld by the Catholic Church., Medallion of Thoughts. The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. This is one of the scariest looking items that has no evil intent to it. Just get a helm of telepathy., Clerics are one of D&D 5e's most incredible divine spellcasters. They often get pigeonholed into support roles as they are particularly adept at buffing and healing with their potent wisdom-based magic. However, they also have the tools to deal hefty damage, disable their foes, provide utility out of combat, and far more., The Wand of Magic Missiles lets a character do guaranteed damage at range. Although Magic Missile is a low-damage spell, a cleric can upcast it to deal damage when it counts. ... it's one of their most common roles in a party. Clerics get access to some of D&D 5e's best healing spells. They will often take responsibility for keeping their ..., Staff of the Woodlands. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20., Horn of Blasting. Wondrous Item, rare. You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 ..., Magic Missile. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd ..., Gloves of Healing. Wondrous item, rare. These silken gloves enhance the rejuvenating power of healers and clerics. While wearing the gloves, whenever cast a spell of 1st level or higher to restore hit points to one creature, the creature regains additional hit points equal to your proficiency bonus. Alternatively, a creature can regain these ..., There are several basic means of healing: Short rest - you can spend hit dice (or "HD," short for "hit point dice"—c.f. Player's Handbook page 12) here and get back HP. This is sort of your battle field patch up type healing. Long rest - Restores all your HP and half your level in HD. This is sort of your natural bed rest type healing., Cure Serious Wounds, Mass. School conjuration; Level cleric/oracle 7, druid 8, shaman 7, witch 8. DESCRIPTION. This spell functions like mass cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +35).. Mythic Cure Serious Wounds. The damage cured increases to 6d8 points of damage + 2 points per caster level (maximum +30)., Healing in 5e is the most useful in making sure you can get people up from saving throws. Because out of combat they can short rest and use hit dice to get back up their strength. ... Definitely give them a Wand of Healing early, maybe from a a few combats in or set up a "miniboss" from the random encounters table thats equipped with the Wand ..., Blessed Healer (PHB p.60) Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.. You get the benefit when you cast the spell, not at any other time. So the caster would gain 9 HPs …