wand of healing 5e price

The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. This wand has 7 charges. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. This site may earn affiliate commissions from the links on this page. Spells: While holding the rod, you can use an action to cast one of the following spells from it: Detect evil and good, detect magic, detect poison and disease, or see invisibility. On a 1, the wand crumbles to ashes and is destroyed. For each charge you expend, the target takes an extra 1d6 force damage. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). It regains 1d6 + 4 expended charges daily at dawn. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. And honestly, as characters level up, spending an action to heal 5-10 points of damage is going to be kind of weak when the monster is dealing 20+ points / round. The staff can be wielded as a magic quarterstaff. A village might have a handful available and it could take a few weeks to re-stock. If it has nowhere it can move, the creature can use the Dodge action. If you expend the last charge, roll a d20. This is to say, if you see your party in sore need of extra healing, do not be afraid to throw some at them in a controlled manner. Wand, very rare (requires attunement by a spellcaster). That seems to have been working fine for me so far. MathJax reference. The only thing such a wand would do is allow the use of an action during combat (Healing potions do this too) and this is almost always a sub-optimal use of an action. You can also use an action to cast the pass without trace spell from the staff without using any charges. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. Everything else that can be interacted with inside the extraplanar space can exist only there. The energy has the same level as the spell when it was cast. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. Let's sketch out a sample "Wand of Healing". On a 1, the wand crumbles into ashes and is destroyed. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. Any creature in the tree falls when it reverts to a staff. Quantities available depends on the size of the population center. The rod can absorb and store up to 50 levels of energy over the course of its existence. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. In general, do European right wing parties oppose abortion? Doing so involves several steps and conditions. This wand has 3 charges. If you expend the last charge, roll a d20. The wand regains 1d3 expended charges daily at dawn. Does healer's lore work with powers that allow an ally to heal “as if it had spent a healing surge?”. Healing potions are magic items. For 1 charge, you cast the 1st-level version of the spell. It's not like the potion maker has a healing potion craft brewery going on in his back room, making gallons at a time. The wand has 3 charges. | d20 Anime SRD On a 1, the staff blackens, crumbles into cinders, and is destroyed. While holding it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell from it. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. There are a few items which give the ability to fly in the 5e DMG. I'm considering such an item to balance a lack of core healers in my current party. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. The "Wand of Healing" would be great in the first few levels, but it quickly becomes an inefficient action as the players level. Healing potions can be created with the crafting rules from the PHB. Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. An object of the GM’s choice disappears into the Ethereal Plane. A cloud of 600 oversized butterflies fills a 30-foot-radius centered on the target. Let's talk about flying items. The pole can bear up to 4,000 pounds. That's just level 3 battles. In your example of a (single) creature dealing 20 points of damage per round, your alternative damage-dealing action needs to accelerate the creature's death by half of a round to match the value of 10 points of healing. On a 1, the staff turns to water and is destroyed. 3. But this is less than the creation cost. There's actually a question mark there. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. It's not a simulation, but a 200% difference is too much to hand wave. On a 1, the staff becomes a nonmagical quarterstaff. A 7 charge per day one with +5 healing modifier would easily outclass any uncommon magic item, except maybe a bag of tricks, at low levels. For a better experience, please enable JavaScript in your browser before proceeding. To learn more, see our tips on writing great answers. Each higher level expends one charge. This wand has 7 charges. 1. does this imply that potions of healing should be widely made available for pcs to purchase? rev 2020.11.4.37941, The best answers are voted up and rise to the top, Role-playing Games Stack Exchange works best with JavaScript enabled, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site, Learn more about Stack Overflow the company, Learn more about hiring developers or posting ads with us. Or is the base healing potion less expensive to make? The staff then shatters and is destroyed. In addition, you can use your reaction when another creature casts a spell that targets only you. The rain falls until the start of your next turn. As others have noted, while in combat, it is much more efficient to prevent damage from happening than it is to heal damage that happened so this wand is unlikely to change things within combat, unless someone is using this to bring back someone that is unconscious. Every other creature in the area must make a DC 17 Dexterity saving throw. From my own experience, when my party was level 3-4, we lacked a healer. How many times do you roll damage for Scorching Ray? The staff becomes a giant constrictor snake under your control and acts on its own initiative count. The wand regains 1d3 expended charges daily at dawn. Instead you can find creative ways to use the rod, like lending it to a village affected by wasp invasion, healing minor NPCs in an army during a battle. What are the rules on using unidentified wands? Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. And, having a cleric in the party doesn't make them go away. Stack Exchange network consists of 176 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The result: one of our party still died on our next boss encounter. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. The DM then gave us an item that would allow me to cast Cure Wounds at level 1, thrice a day, consuming no spell slots. No, because the Wand of CLW gave you upwards of 50 healing uses for a single purchase or craft. On a 1, the wand crumbles into dust and is destroyed. Just because something is "common" does not mean that it's available in every town. If the last charge is used, roll a d20. The basic rules list a standard price for healing potion: 50 GP. | Swords and Wizardry SRD | GumshoeSRD A long rest will heal all damage, a short rest allows spending of hit dice to heal and Healing Potions are reasonably cheap and should be readily available. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Wand of the War Mage, +1, +2, or +3. The effect ends if you stop holding the wand. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. Physical Description. Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard). The area becomes heavily obscured. Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The swarm moves with you, remaining centered on you. Drop healing related loot like a Wand of Cure Light Wounds. 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 restoration (2 charges), or mass cure wounds (5 charges). How to break the “Death Loop” resulting from unfortunate initiative order. Also, creatures don’t age while in the paradise, although time passes normally. It is not a overpowered item (unless your party is really weak and enemies do very few damage). A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. While touching the tree and using another action to speak its command word, you return the staff to its normal form. You choose the form that the paradise takes. If you upgraded the "Wand of Healing" to casting healing word using a bonus action, then it might see a little more combat use. See Will my party function without a healer? How does the ability to cast healing spells affect a monster's CR?

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