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.
Healing energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Life-preserving energy radiates from you in an aura with a 30-foot radius.
Until the spll ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced.
In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the arua with 0 hit points.
Purifying energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blnded, charmed, deafended, frightened, paralyzed, poisoned, and stunned.