Staff of Healing 5e
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 Restoration (2 charges), or Mass Cure Wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Commentary by Sam West, Twitter: @CrierKobold
A Staff of Healing is almost good enough to replace all the other healing spells you’d ever want to prepare. Missing out on the bonus action ranged Healing Word is a pretty major downside, though. Still, two uses of Mass Cure Wounds will make a lot of healers giddy, as it opens up their higher-level slots for splashier effects they want to try without feeling irresponsible.
Staffs can be both druidic focuses and arcane focuses, but aren’t holy symbols, making them work as focuses for every spellcasting class except cleric and paladin.
When casting spells with magic items, you don’t need to provide any spell components, but you do need to concentrate on the effects if they require concentration, and you can only cast them at their lowest level.
Of the options, Mass Cure Wounds by far outclasses the other options even for its cost- compare five uses of Cure Wounds at 1st level, giving out 1d8+casting mod each time, to 3d8 + casting mod to six creatures for Mass Cure Wounds.
Lesser Restoration stapled to this also may come up from time to time, but usually you’re better off letting a creature save out of the condition afflicting it over spending actions breaking the condition.
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