The Healing set is a set of equipment that increases the effects of healing, offers bonuses when you heal/are healed, and provides ways to heal allies or grant them
temporary hit points. Interacts with the Self-Heal set, which is not duplicated here.
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Absolute's Warboard
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Off-Hand Melee (Shield)
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Heroism ( + )
- Cast as a level 1 spell (
Recharge: Long rest.)
- Absolute's Ward
- If the wielder bears the Absolute's Brand, they gain a +1 bonus to
Saving throws.
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Amulet of Restoration
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Amulet
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Healing Word ( + )
- Cast as a level 1 spell (
Recharge: Long rest.)
Mass Healing Word ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
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Amulet of Selûne's Chosen
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Amulet
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Selûne's Dream ( )
- Cast as a cantrip (
Recharge: Long rest.)
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Boots of Aid and Comfort
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Footwear (Non-Armour)
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- The Comeback
- When the wearer heals a target, it gains an additional
3 temporary hit points.
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Cap of Curing
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Headgear (Non-Armour)
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- Soothing Songs
- When you inspire an ally using
Bardic Inspiration, they also regain 1d6 hit points.
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Devotee's Mace
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Main Hand Melee (Mace)
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- Deal an additional 1d8
Radiant damage.
Healing Incense Aura ( )
Emanating a soothing aura, You and nearby allies regain 1d4 hit points at the start of your turn
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Duke Ravengard's Longsword
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Main Hand Melee (Longsword)
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- Stirring Execution
- When you kill an enemy, allies within
9 m / 30 ft gain temporary hit points equal to their[See: Bugs] Charisma Modifier (minimum 1).
Commander's Strike ( )
Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon attack.
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Hellrider's Pride
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Gloves (Non-Armour)
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- Helm's Protection
- When you heal another creature, it gains Resistance to
Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks.
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Herbalist's Gloves
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Gloves (Non-Armour)
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- Cleansing Touch
- If the wearer heals a
Poisoned creature, it is no longer poisoned.
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Ring of Salving
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Ring
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- Saviour's Allure
- You restore an additional 2
hit points every time you heal another creature.
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Slippery Chain Shirt
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Armour (Medium Armour)
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- Cautious Healer
- When the wearer heals a creature, it automatically
Disengages and won't trigger Opportunity Attacks.
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The Blood of Lathander
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Main Hand Melee (Mace)
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- Lathander's Blessing
- Once per Long Rest, when your hit points are reduced to 0, you regain 2d6
hit points. Allies within 9 m / 30 ft also regain 1d6 hit points.
Lathander's Light- Sheds holy light in a
6 m / 20 ft radius. In combat, fiends and undead standing in the light are Blinded if they fail a DC 14 Constitution throw.
Sunbeam ( + )
- Cast as a level 6 spell (
Recharge: Long rest.)
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The Reviving Hands
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Gloves (Medium Armour)
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Revivify ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Aegis Palms
- When you heal a creature, it gains the effect of
Blade Ward. When you Revive a creature it gains the effect of Death Ward.
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The Whispering Promise
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Ring
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- Blessed Mercy
- When you heal a creature, it gains a
+1d4 bonus to Attack rolls and Saving throws for 2 turns.
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Wapira's Crown
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Headgear (Non-Armour)
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- Crowning Glory
- When healing another, the wearer regains 1d6
hit points.
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Till Death Do Us Part
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Ring
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Beacon of Hope ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
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