Healing (3.5e Equipment)

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Scales.png This page is of questionable balance. Reason: the healing affect winds up being too excessive at any bonus level. In theory a party could pool money for this at level two and the weapon would start at 4d8 for healing (aka infinite cure moderate) and it just gets more obscene from there. Also in theory you could simply have a fighter replace a healer with this ability, or a paladin if you want to be able to remove diseases and such.


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When this otherwise normal weapon strikes a target, it does no damage. Instead, the target is healed instead of harmed; a successful hit heals damage equal to 2d8 for each of the weapon's enhancement bonuses. (Example: A +2 Longsword of Healing, when activated would heal 4d8 hit points instead of inflicting its normal amount of damage.) If such a weapon strikes an undead target, the creature is entitled to spell resistance (if it has any) and a Will save (DC 12 + 1 per enhancement bonus) for half damage.

The healing from this enhancement is not affected by additional damage from the weapon, the user's Strength modifier, Sneak Attack damage, other enhancements, or any similar effect that adds damage. When this enhancement is active, all normal damage and other enhancements on the weapon are suppressed and do nothing. A critical hit with this weapon will heal for double or more damage, as a weapon with a x2 or higher critical multiplier.

The healing from a weapon with this enhancement improves with ranks in the Heal skill; for every 5 ranks in the Heal skill, the ability improves by +1. (Example: If Jozan uses a quarterstaff with the Healing enhancement and has 5 ranks in Heal, a normal successful hit would heal 2d8+1.)

Activating this enhancement requires a standard action and deactivating it is a swift action.


The Healing Staff is an example of an equipment that uses the Healing enhancement.

Moderate conjuration; CL 3; Craft Magic Arms and Armor, cure moderate wounds; Price +1 bonus



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