Now, there are several spells that might be on a bead. ![]() Rather than a single-time use potion, this necklace comes with a certain number of beads (1d4+2) that you can pull off and throw down to cast a spell. Rare, Requires Attunement by a Cleric, Druid, or PaladinĪ necklace of prayer beads and its counterpart the necklace of fireballs are interesting items that are quasi-disposable. The Vampiric Bite ability of the Dhampir allows you to regain life equal to the piercing damage that your bite deals. While this isn’t an item, choosing the Dhampir lineage is another great way to get a “life steal” ability. Maximizing your chance of a critical hit is a great way to maximize your chance of healing. Since this is reliant on a critical hit, it’s going to go best with any martial class that has an extra attack. If you manage to roll a 20 with your attack, this weapon will deal an additional 10 necrotic damage to your target and allow you to regain 10 life. Essentially, this gives you the vampiric ability to steal life from your enemies, but it does only happen on a critical hit. Weapons tend to just hurt people, so having one that you can use to heal is pretty incredible. ![]() Rare Weapon (any sword), Requires Attunement Realistically, you could get this item before you even have access to 5th-level spells, meaning that Mass Cure Wounds will feel game-breakingly powerful. This is an amazing item that you can get your hands on pretty early. If you use the last charge, you have to roll a d20 with the staff being destroyed on a 1. The staff regains 1d6 + 4 charges at dawn. 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). Rare, Requires Attunement by a Bard, Cleric, or Druid This is a very compelling argument for tool proficiencies, and I fully support it. Otherwise, our players run into a problem where they’re either spending a ridiculous amount of money or burning through multiple actions in a row to heal themselves.Īccording to Xanathar’s Guide to Everything, you can craft healing potions if you have a proficiency in the herbalism kit without needing to hunt down any extra materials. This works especially well if you have a party without a healer or if you’re running a high-magic setting that can justify such a vast potion market. There are some huge gaps in price once you leave first-tier (common/uncommon) potions, so I like to fill in those gaps with more mid-range potions.Ī “Potion of Impressive Healing” might be a rare healing potion that allows you to regain 6d6+6 and only costs somewhere between 5 GP. I’m also a big fan of more variety in potions, specifically when it comes to potions of healing. You do have to use an action to take a potion, but if there isn’t someone around to heal you, it’s a far better alternative than death. They work great considering that they’re a single-use item that allows you to heal. ![]() That’s how we came up with the values above, but again, you can certainly tweak this to match your settings specific requirements.Īs for how well these work, well, they’re a disposable item. Then, when it comes to pricing healing potions in 5e, I find that a good rule is to have the price be half of the maximum purchase cost per rarity in the DMG. In high-magic worlds, places like Eberron or Ravnica where magical creations are abundant, they might go down a rarity.Īnd in low-magic settings where wizards and sorcerers are the things of legend, potions might be much harder to come across. The actual “rarity” of potions in your world might be far less than the rarity assigned to them in the DMG.īasically, I’d say that in most worlds, the standard rarity is fitting. Potions are typically one of the easiest ways to get your hand on some healing without needing to cast a spell.
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