Brave Warrior, Heal Thyself

by Ameron on November 24, 2009

What do you do if you need healing and none is readily available? You’re in the thick of battle and you realize your hit points are getting dangerously low. You call out to the healer for help, but he’s got nothing to offer. He’s already expended this encounter’s allotment. Or worse yet, maybe your party doesn’t have a leader? No problem, you use your second wind. But what if you’ve already done that too. Now you’re in a situation with no healer and no way to easily expend a healing surge. What now?

As PCs get more powerful and the monsters get more and more hit points the above scenario is likely to happen with increasing frequency. There you are barely above 0 hit points and the monster isn’t even bloodied. Unless you can figure out a way to expend another healing surge your outcome looks pretty grim. Get ready to start making death saves.

Many classes have powers that allow you or an ally to spend a healing surge, but most are dependent upon a successful attack roll. So although these powers help, there’s no guarantee that they’ll be available when you need them the most. That’s when it’s best to rely on magic items.

There are a handful of magic items that allow you to spend healing surges and regain hit points. I’m not talking about temporary hit points, I’m talking about actually healing real hit points. If you’re lucky enough to find one of these items in a random treasure hoard, cherish it. Having the ability to expend a healing surge during battle, aside from the usual second wind, means that you can stay in the thick of things longer and can take a few more beats than the usual PC of your class and level.

Below is a list of items that allow PCs to expend a healing surge and regain hit points. This list only covers items in the heroic tier. In some cases these items exist at various power levels. I’ve only listed the weakest version (i.e., the +1 version). This list does not include items that grant temporary hit points. That particular list will be provided in a future post.

I’ve provided the relevant details and a brief description of each item’s power. The name of each item is linked to its description in the D&D Compendium. Unfortunately you need an active DDI subscription to read this content.

Magic Item Level Item
Slot
Action Power
Dwarven Armor 2 Armor Free (Daily) Regain hit points as if you had spent a healing surge.
Life Vine Armor 3 Armor Immediate
Interrupt
(Daily) When you’re hit with a crit you can spend a healing surge. You also regain bonus hit points equal to the armor’s enhancement bonus.
Stanching Armor 3 Armor Minor (Daily) You can spend a healing surge. You also regain bonus hit points equal to the armor’s enhancement bonus.
Cloak of the
Walking Wounded
4 Neck N/A If you’re bloodied and use your second wind you can spend two healing surges instead of one.
Robe of Contingency 4 Armor Immediate
Reaction
(Daily) If you’re bloodied and take damage, teleport 6 squares and spend a healing surge.
Symbol of the
Holy Nimbus
4 Impliment
(Holy Symbol)
N/A On a crit, you or an ally can spend a healing surge.
Armor of Sacrifice 5 Armor Minor (Daily) Spend a healing surge plus an ally regains hit points as if they too spent a healing surge.
Enduring Beast Armor 5 Armor Minor (Daily) Spend a healing surge.
Marauder’s Armor 7 Armor Free (Daily) When you charge and hit, make a saving throw or spend a healing surge. You also regain bonus hit points equal to the armor’s enhancement bonus.
Ravenclaw Warblade 8 Weapon N/A When you kill a non-minion you can spend a healing surge or make a saving throw.
Shield of Defiance 8 Arms Immediate
Reaction
(Daily) When you’re hit with a crit you can spend a healing surge.
Staff of the
Faithful Arcanist
8 Impliment
(Staff)
Minor (Daily) Use the Cleric’s healing word power. You must have the Initiate of the Faith feat.
Solar Armor 9 Body Immediate
Reaction
(At-Will) If you take radiant damage you can spend a healing surge. You also regain bonus hit points equal to the armor’s enhancement bonus.
Diamond Cincture 10 Waist Minor (At-Will) Regain hit points as if you had spent a healing surge. The belt’s item bonus is reduced by one. This power recharges after an extended rest.

If you can think of any additional items that allow you to expend a healing surge, please add it in the comments below.

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Improve Your Defenses With Energy Resistance (Heroic) — Dungeon's Master
March 17, 2010 at 9:02 am

{ 5 comments… read them below or add one }

1 Anarkeith November 24, 2009 at 10:58 am

You could also retreat out of melée range and use a missile weapon. I wish D&D parties would consider the orderly retreat or disengage more often. It’s not as heroic as dying, but it is cheaper than a raise dead spell.

In the 4e game in which I’m a player, I’m the cleric. I’ve pretty much maxed out on healing options for my level, and I go through my whole arsenal pretty much every combat. Your list will be quite helpful to my party! Thanks!

2 Alric November 24, 2009 at 1:22 pm

Although it isn’t a permanently-charged item, there is also the lowly Potion of Healing – while it costs a surge and only provides 10 hp (which is often less than a defender’s surge value), it still accounts for something in a pinch, and only requires a minor action to use.
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3 Ameron November 24, 2009 at 1:52 pm

@Anarkeith
Retreat is always an option. Unfortunately few adventurers seem to ever take this option. Unless the opportunity attack that you provoke from fleeing is guaranteed to kill you, don’t be afraid to take a hit if it means surviving the fight.

@Alric
The healing potion is a readily available, fairly cheap, healing resource. The problem, as you point out, is that only heals 10 hp which seems underpowered as PCs get tougher. But if it’s that or nothing I’ll take the healing potion.

4 Swordgleam November 24, 2009 at 10:55 pm

I’ve noticed people tend to forget that taking a Second Wind is even an option.

5 Ameron December 1, 2009 at 11:39 pm

@Swordgleam
Amen to that. You should check out the article “I’m Your Cleric, Not Your Bitch” in which we share our Cleric’s reluctance to heal PCs who haven’t used their second wind.

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