Wand of Healing (5e Equipment)

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Wand, uncommon (requires attunement by a bard, cleric, druid, paladin, or ranger)

This wand is deep blue (although it can at times white), about two feet long, and is thick and knobbly. The grip is smooth, and designed to be held comfortably. The number of charges currently held by the wand are shown as stripes around the grip.
It starts with 6 charges (or 1d8). While holding it you can use an action to expend 1 of its charges for it to cast the cure wounds spell. The wand regains 1d6 + 1 charges daily at dawn. If all charges are spent, roll a d20. On a 1, the wand turns to steam and is destroyed.
You may also expend all charges (the total number of charges the wand can hold) for it to immediately cast the mass cure wounds spell. If you use the wand in this manner, it cannot be used again for 48 hours.

The story is simple. "How can we distribute a 'staff of healing' to the masses?" The bright idea was, if we cut the staff in two, we suddenly have double our stock of staves, and can therefore reduce the pricing! Suffice to say, the first time implementing this idea didn't go well--tests indicated that a broken staff of healing does not work any more. However, the production team pushed ahead, and ran with the idea: halve the amount of magical item involved, limit the amount of magical storage (both spell and charge), and make it disposable! Thus, the "Wands of Healing" were created, and after sufficient overstock was generated, was sold to the populace for three-quarters of the price of a "Staff of Healing". You can thank the accountant halflings for that.

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