Darkholme
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So in my upcoming game this weekend, with a new party, nobody has healing as a thing. We have a Chevalier Cavalier, a Tactician Fighter, a Sorcerer, a Beastmaster Ranger, and a Bard who will have buffs, but isn't taking cure spells.
I was thinking I would like things to be a little easier for them than if they have to just keep buying wands of cure light wounds.
Here's what I have in mind. Tell me what you think, and maybe give me some advice on how to price it (in case the party ever ends up trying to sell it).
I was thinking of pricing it at ~1500 - ~3000 when full. I know it's on the low side, but I want them to not have to rely on a ton of disposable cure light wounds wands.
The idea is that it will give them a bit of out of combat healing, a bit of in-combat healing, and the wizard can use occasional leftover wizard spells per day to charge it if they have time.
If I ever give them downtime, they will be able to leave with 50 Charges at no further cost to them.
Holy Symbol of Healing Energy.
Counts as a Holy Symbol
The item has to be wielded in your hand to use its effects.
Comes on a chain for handy portability (doesn’t take up your neck slot)
Channel Energy (As the Cleric Class Feature, for Healing Only) 2d6
Max of 50 Charges.
Can be Activated 3/day as a Standard Action.
Can be Activated 5/day as a Full Round Action.
The Holy Symbol of Healing Energy can be Recharged.
Adding More Charges:
Adding a Charge to the item takes 5 minutes of effort, and consumes something from the person adding the charges. The following things will add a charge to the item.
- Two Uses of Cure Light Wounds.
- One Use of Cure Moderate Wounds.
- Any combination of other spells per day with the combined spell levels totaling 4.
- Channel Positive Energy. Every 2d6 of healing gives one charge.