![Wizards of the Coast: Blanchwood Prowler by Justine Cruz](/sites/default/files/styles/responsive_image_375xauto/public/2023-04/top_15_dd_healing_items_-_01.jpg?itok=Jn6uBIM8)
On your quests, you’ll face dangerous and powerful monsters. The more dangerous they are, the more you’ll need to step up and stop them. When these monsters attack, sometimes they’ll hit harder than you can withstand, knocking you out.
Just like how your body heals real life injuries, you’ll need to heal yourself to stay in the fight. But unlike real injuries, you don’t have weeks, months, or even years to wait. You’ve got a job to do—you’ve got to save the world! In the reality of Dungeons and Dragons, you can acquire healing items to restore your strength and soothe your wounds.
Here are my top fifteen healing items to bring you vitality and life, giving you the energy to continue forward until the adventure’s end.
For ease of reading, these healing items are divided by rarity. Magic healing items are from the Player’s Handbook unless otherwise listed.
Legendary Healing Items
Legendary 1. Rod of Resurrection (DMG)
Wizards of the Coast: Rod of Resurrection
As your character and party level up, the monsters you face will become more dangerous and deadly. They’ll hit harder, requiring more powerful heals to stay in the fight. The Rod of Resurrection contains powerful healing spells to rejuvenate you, even bringing you back to life!
While it sounds simple, the heal spell is one of the most powerful healing spells in D&D. It’s a 6th level spell, meaning you’ll have to study and level up quite a bit before you can cast it. The resurrection spell is also a life saver, literally! Your party can defy even death with the powers of the Rod of Resurrection.
Why the Rod of Resurrection is great:
- Massively powerful healing spells
- Multiple spells to cast
- Replenishing spells each day
- Cast the powerful heal spell up to 5 times per day
How to get the Rod of Resurrection:
- Granted by the master classes of healers
- Imbued with divine magic, bestowed upon the most worthy adventurers
- Magic siphoned into the rod marks the one true ruler, gifted the ability to heal their subjects’ wounds
Rod of Resurrection
- Rod, legendary (requires attunement by a cleric, druid, or paladin)
- This rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges.
- The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
- This rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges.
Legendary 2. Icon of Ravenloft (CoS)
Wizards of the Coast: Icon of Ravenloft
You’ll need all the health you can find when tracking down a powerful vampire lord like Strahd. The Icon of Ravenloft is a special statue that was given to Strahd to consecrate his castle and chapel. In addition to blessings and healing, the Icon of Ravenloft also grants helpful boons to aid you on your adventure.
The Icon of Ravenloft has a special area of effect, blessing all those around the statue, even if they’re not attuned. If someone is attuned to the item, they can cast bonus spells like cure wounds without spending a slot. This can make the difference in battle, giving you the edge to remain standing.
Why the Icon of Ravenloft is great:
- Blessed item from the dark world of Barovia
- Statue can be a powerful force against the vampire lord Strahd
- Bonus abilities and spells in addition to healing
- Area of effect blessing upon the party
How to get the Icon of Ravenloft:
- Travel to Barovia
- Research the archpriest Ciril Romulich and learn what he was doing to support Strahd
- Find the statue in the aftermath of a dimensional rift, where items from all over the realms seem to slip through…
Icon of Ravenloft
- Wondrous item, legendary (requires attunement by a creature of good alignment)
- The Icon of Ravenloft is a 12-inch-tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
- The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
- While within 30 feet of the icon, a creature is under the effect of a Protection from Evil and Good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
- Augury. You can use an action to cast an Augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
- Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
- Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
- The Icon of Ravenloft is a 12-inch-tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
Very Rare Healing Items
Very Rare 1. Rod of Security
Wizards of the Coast: Rod of Rulership (sorry, there are no images of the Rod of Security!)
Find your happy place. The Rod of Security literally sends you away from your troubles, taking you to a safe haven of rest and healing. Within this paradise, you regain hit points over time, meaning you can stay there as long as you need to feel calm and rejuvenated.
I love the idea of transporting yourself to a miniature paradise! You can make this paradise look like anywhere, customizing it to your travels and beloved locations. Depending on how many friends you bring along with you, you can spend months in this extraplanar space, regaining hit points as you do so. When you’re ready to hop back into the fray, you can jump back exactly where you left.
Why the Rod of Security is great:
- Travel to a paradise of healing
- Customize to your theme
- Bring your friends along with you!
- Stay in the extraplanar space for months on end
How to get the Rod of Security:
- Granted by a (hopefully) benevolent fae creature
- Play around with creating dimensional rifts and hit the jackpot
- Bestowed by a deity of divine peace and comfort
Rod of Security
- Rod, very rare
- While holding this rod, you can use an action to activate it. 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. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
- For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
- When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Very Rare 2. Ioun Stone of Regeneration
Wizards of the Coast: Ioun Stones
Ioun Stones confer a variety of powerful boons and stat increases. In the case of the Stone of Regeneration, the bearer regains a cluster of hit points each hour. No need to spend a surplus of healing spells; this Ioun Stone can make the difference in a long trek or series of encounters.
The Ioun Stone of Regeneration grants the bearer 15 hit points each hour it orbits their head. While it may not be as useful in a single encounter, the Ioun Stone of Regeneration can be an extra boost to campaigns featuring back-to-back encounters or travels. If you don’t have too many opportunities for long/short rests, this stone can keep you energized and ready for battle, even without depleting your spell slots.
Why the Ioun Stone of Regeneration is great:
- Floats around your head while bestowing boons
- Difficult to remove from the bearer
- Impervious to damage
- Regain a chunk of hit points each hour
How to get the Ioun Stone of Regeneration:
- Granted by the god Ioun himself
- Found one of the many variants scattered across the world
- Bought from a magical emporium or wizard’s college
Ioun Stone of Regeneration
- Wondrous Item, varies (requires attunement)
- An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
- When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
- A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
- Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Very Rare 3. Ring of Regeneration
Wizards of the Coast: Ring of Regeneration
The Ring of Regeneration is a great item to replenish a small amount of hit points over time. Like the Ioun Stone, this is a helpful ability for campaigns with multiple encounters per day. In addition to the casual healing, this ring can also regrow missing limbs!
A little bit of healing over time is particularly useful, granting more hit points on average than a one-time use healing. The timeframe of healing every ten minutes does limit the Ring of Regeneration’s use, likely only activating once per encounter. But if your campaign features homebrew rules about status effects and scarring from your monster encounters, the ring ensures you will keep all your phalanges intact!
Why the Ring of Regeneration is great:
- Never worry about losing a finger again!
- Small amounts of healing points regained every 10 minutes
- Pocket-sized to take on your adventures
How to get the Ring of Regeneration:
- Found on the ironically severed finger of a previous adventurer
- Stolen from a goblin in the troll mines
- Forged by the master craftsman of a prestigious jeweler
Ring of Regeneration
- Ring, very rare (requires attunement)
- While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Rare Healing Items
Rare 1. Necklace of Prayer Beads
Wizards of the Coast: Necklace of Prayer Beads
Prayer beads are items of devotion and hope to faithful people. In D&D, a Necklace of Prayer beads not only connects someone to their deity, but bestows handy spells and blessings. In addition to healing, these beads provide additional boons to aid players on their adventures.
The best solutions solve multiple problems. While the Necklace of Prayer Beads is indeed a healing item, granting the wearer access to the cure wounds spell, it also provides other spells to boost their abilities. A player can use beneficial spells like bless or greater/lesser restoration, or they can use damaging spells like branding smite and planar ally. Each one can benefit the player and party in a new way.
Why the Necklace of Prayer Beads is great:
- Each bead has a different boon
- Aesthetically pleasing
- Abilities to boost your party or heal them
- Abilities to attack your enemies and summon allies to combat
How to get the Necklace of Prayer Beads:
- Passed from generation to generation of adventurers
- Bestowed by the pantheon of deities
- Fetch quest to find each rare bead and collect them all
Necklace of Prayer Beads
- Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
- This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
- Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20 | Bead of... | Spell |
---|---|---|
1-6 | Blessing | Bless |
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration |
13-16 | Favor | Greater Restoration |
17-18 | Smiting | Branding Smite |
19 | Summons | Planar Ally |
20 | Wind Walking | Wind Walk |
Rare 2. Staff of Healing
Wizards of the Coast: Staff of Healing
This staff can pack so much healing into it! The Staff of Healing grants you access to a wide variety of healing spells, each suited to your specific needs. It also can replenish each day, allowing you to cast these spells again and again.
Need to heal a large group? Need a jolt of adrenaline and some restoration from disease? Or do you simply need a one-time heal? The Staff of Healing has a spell for each, giving you exactly what you need in a dangerous situation.
Why the Staff of Healing is great:
- Large and small healing spells
- Multiple charges to cast spells
- Recharges each day
- Unlikely to lose the staff forever, but also a non-zero chance
How to get the Staff of Healing:
- Carved from the trees of a sacred grove
- Bestowed by the bard colleges as a graduation gift
- Gifted by the deities to aid you on your quests
Staff of Healing
- 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.
- 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).
Rare 3. Sword of Life Stealing
Wizards of the Coast: Sword of Life Stealing
Who doesn’t love a powerful sword? Not only does the Sword of Life Stealing cut down your enemies, but it also steals their health for your own! The more you fight, the more you rejuvenate yourself.
You can customize the Sword of Life Stealing to be any type of sword you would like. Greatsword, rapier, scimitar, they’re all here! In addition, you can deal extra necrotic damage to non-construct and non-undead monsters.
Why the Sword of Life Stealing is great:
- It’s a sword, what’s not to love?
- Customize to your preferred weapon
- Siphon life energy from your enemies
- Bonus damage to anything that is not undead or a construct
How to get the Sword of Life Stealing:
- Wrestled from the grip of a legendary sword fighter
- Bestowed as a gift of honor in combat
- Granted as a symbol of protection for your kingdom/realm
Sword of Life Stealing
- Weapon (any sword), rare (requires attunement)
- When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
- Applicable Weapons:
- Greatsword
- Longsword
- Rapier
- Scimitar
- Shortsword
Rare 4. Potion of Heroism
Roll20: Potion of Heroism Potion Card
Potions are the lifeblood of Dungeons and Dragons. The Potion of Heroism grants you temporary hit points, boosting your HP just a little higher. These hit points are consumed before your own health, granting you an extra shield of health.
Temporary hit points are great! The Potion of Heroism grants you 10 of these bad guys as well as the bless spell without spending a slot. You can carry this potion around until you need it, keeping it safely tucked away for the perfect moment.
Why the Potion of Heroism is great:
- Temporary hit points are used prior to your own health
- Consumable items that can be replenished
- Bless spell
How to get the Potion of Heroism:
- Purchase in a potions shop
- Craft for yourself using your alchemy tools
- Find an arcane wellspring of magical liquid
Potion of Heroism
- Potion, rare
- For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Rare 5. Ghost Lantern (ToA)
Wizards of the Coast: Ghost Lantern
The Ghost Lantern is a special friend from the underworld. In addition to providing a beacon of light, they can heal and stabilize you on your adventures. They can also cast special spells on your behalf, stretching to places you may find difficult to reach.
While it seems creepy, the Ghost Lantern is really just a helping hand. They may or may not want to be there, but they’ll give you the boost you need to move forward on your quest. They can heal your wounds and stabilize you if you fall unconscious, ensuring your fate doesn’t end up like theirs…
Why the Ghost Lantern is great:
- Ghost buddy will travel with you on your adventures
- Stabilization when you fall unconscious
- Mage hand to reach tricky spots
- Light of a spectral lantern
- You can choose to free your new friend to the great beyond
How to get the Ghost Lantern:
- Trap a willing (or unwilling) spirit inside
- Set out on a quest to free the trapped being inside
- Pluck the arcane lantern from a spooky lighthouse
Ghost Lantern
- Wondrous item, rare (requires attunement)
- A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the Mage Hand spell. The spirit returns to the lantern when the spell ends.
- If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
- The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead. Casting a Dispel Evil and Good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
Uncommon Healing Items
Uncommon 1. Amulet of the Drunkard (Explorer’s Guide to Wildemount)
Wizards of the Coast: Amulet of the Drunkard
The Amulet of the Drunkard, in the right hands, is one of the most powerful healing items in Dungeons and Dragons. Why, you may ask? Once per day, each time you drink a pint or pour yourself a glass, you regain health!
If you’re like some of my party mates, you love taking your player characters to the local tavern to unwind. Even in the middle of a dangerous quest, you’ve got to take some down time. The Amulet of the Drunkard heals you for imbibing, granting you health for consuming your favorite alcoholic beverage.
Why the Amulet of the Drunkard is great:
- Healing for drinking alcohol
- Use once per day, travel around to new taverns and locations
- Impressive healing boost
- Your choice of beverage
How to get the Amulet of the Drunkard:
- Won in a drinking contest
- Fell off another adventurer’s finger in the tavern
- Gifted by a close friend who knows you’ll put it to use
Amulet of the Drunkard
- Wondrous item, uncommon
- This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
Uncommon 2. Restorative Ointment
Wizards of the Coast: Restorative Ointment
Aloes and ointments are healing balms to soothe your wounds and afflictions. In Dungeons and Dragons, the Restorative Ointment restores your health points. It can also heal you of disease and poison, keeping you in tip top shape!
Healing items that double as restorative powers are especially helpful in dangerous locations. You may be fighting monsters who deal status effects or traveling through poisoned woods. Either way, the Restorative Ointment will keep you feeling healthy and ready to go!
Why the Restorative Ointment is great:
- Healing for each use and can be used multiple times per day/encounter
- Cleansing of your afflictions and diseases
- Multiple doses for multiple party members
How to get the Restorative Ointment:
- Bought at an apothecary’s shop
- Crafted from materials you found in your travels
- Granted as a boon from the fae realm or those in tune with nature
Restorative Ointment
- Wondrous Item, uncommon
- This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
- As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Uncommon 3. Periapt of Wound Closure
Wizards of the Coast: Periapt of Wound Closure
The Periapt of Wound Closure makes you basically immortal! Stabilizing you when you’re about to die and doubling your hit die total, it will keep you healthy even in the most dire of circumstances. The best part of this item is that it never needs to restore itself–it can keep you restored for all time.
The Periapt of Wound Closure is a special healing item that is not consumed upon use. Instead, it can be worn all throughout your adventures and as long as you attune to it, you will continue to gain its boons. It can instantly stabilize you, removing the threat of dangerous death saving throws, and heal you even more when you rest.
Why the Periapt of Wound Closure is great:
- Wearable healing item
- Stabilizes you upon falling unconscious
- Reusable, never runs out of charges
- Double you hit die rolls upon resting
How to get the Periapt of Wound Closure:
- Magic item looted off of the regenerating monsters
- Granted as a reward for your recent adventures
- Bought from a magical item shop to aid you on your journey
Periapt of Wound Closure
- Wondrous Item, uncommon (requires attunement)
- While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Other Healing Items/Artifacts
Other 1. Potions of Healing, varying rarity
Master the Dungeon: Healing Potions
Ah, the classic healing potions. Regardless of their rarity, healing potions can keep you alive in a white knuckles combat encounter. Make sure you always have one on hand, but be careful you don’t spend all your gold in one place!
Potions of Healing are excellent ways to keep your characters alive without the use of healing spells. Even if you do have healing spells, they allow you to use your precious spell slots on attacks and special abilities. Potions of Healing have varying rarities and potencies, granting more healing for a greater price of gold.
Why Potions of Healing are great:
- The classic D&D healing item
- Easy to carry around on your adventures
- Varying levels of healing
- Save your spells for when you really need them
How to get Potions of Healing:
- Buy off of a potions merchant
- Concoct yourself, to varying degrees of success
- Combine smaller potions into one massive potion?
Potions of Healing
- Potion, common
- You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potion of... | Rarity | HP Gained |
---|---|---|
Healing | Common | 2d4+2 |
Greater healing | Uncommon | 4d4+4 |
Superior healing | Rare | 8d4+8 |
Supreme healing | Very rare | 10d4+20 |
Artifact 1. Orb of Dragonkind, artifact (Baldur’s Gate: Descent into Avernus)
Wizards of the Coast: Orb of Dragonkind
Channeling the dark powers of evil dragons, the Orb of Dragonkind is a powerful artifact granting both healing and extraplanar abilities of the dragons. You can cast high level spells like cure wounds and death ward to keep yourself and your allies safe. You can also summon the dragons of the world to your aid, but be careful what you wish for–they may turn on you instead!
The Orb of Dragonkind is no average artifact. It holds power over ancient dragons themselves, and these dragons may or may not take kindly to their new master(s). It used to be used as a method of destroying dragons, but it can also grant you powerful boons and healing abilities on your adventures.
Why the Orb of Dragonkind is great:
- Who wouldn’t want to control dragons?
- Healing and bonus spells
- Trick your enemies (and party members) to become charmed by the orb
- Summon dragons to either fight by your side or wage war
- Extensive lore and worldbuilding
How to get the Orb of Dragonkind:
- Traveling the land of Krynn, you unlocked a secret tower where a long buried artifact was hidden
- The dragons of Krynn stole the Orb to keep themselves safe, but you found one that was unfortunately unguarded
- The dragons, slow to trust, finally found an adventuring party to whom they could reveal their most closely kept secret
Orb of Dragonkind
- Requires attunement
- Ages past, on the world of Krynn, elves and Humans waged a terrible war against evil Dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the Dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure Dragons to them, then destroyed the Dragons with powerful magic.
- As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary Purpose of calling Dragons still functions, they also allow some measure of control over Dragons.
- Each orb contains the essence of an evil Dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of Personality might find themselves enslaved to an orb.
- An orb is an etched Crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
- While attuned to an orb, you can use an Action to peer into the orb's depths and speak its Command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become Charmed by the orb for as long as you remain attuned to it.
- While you are charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The Dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the Worship of Takhisis (Tiamat's name on Krynn), or something else the DM decides.
- Random Properties: An Orb of Dragon kind has the following random properties:
- 2 minor beneficial Properties
- 1 minor detrimental property
- 1 major detrimental property
- Spells: The orb has 7 Charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an Action and expend 1 or more Charges to cast one of the following Spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an Action to cast the detect magic spell from the orb without using any Charges.
- Call Dragons: While you control the orb, you can use an Action to cause the artifact to issue a Telepathic call that extends in all Directions for 40 miles. Evil Dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.
- Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the ATTACKS and breath Weapons of Dragons. A disintegrate spell or one good hit from a +3 Magic Weapon is sufficient to destroy an orb, however.