A curated guide to the best healing consumables and equipment in Pathfinder 2e, organized by level tier.
Healing is essential in Pathfinder 2e. Spells like Heal cover most needs, but the right items keep your party alive when spell slots run dry. This guide covers the best healing items at every level tier, from cheap potions to legendary artifacts.
At low levels your budget is tight. Stock up on cheap consumables and rely on Medicine checks between fights.
The classic. 1d8 HP for 4 gp. Every adventurer should carry one.
3 gp, heals 1d6 and gives +1 to saves vs diseases and poisons for 10 min. Better value than potions if you need the save bonus.
3 gp. Essential for any adventure with venomous creatures.
3 gp. Keep one on hand for disease-heavy campaigns.
7 gp. One action to drink, granting fast healing 1 for 1 minute. Cheap way to top off between turns.
Your party can now afford permanent healing items. This is where the real upgrades happen.
30 gp, heals 3d6+6. The go-to consumable at this tier.
50 gp, heals 3d8+10. More raw HP than the elixir.
250 gp invested item. Once per day, spend 2 actions to cast Share Life on an ally within 30 feet, splitting damage they take between the two of you. Also gives a +1 item bonus to Diplomacy.
160 gp. Recover 1 HP every time you cast a divine spell from your own slots while holding them, and cast Bless or Heal each once per day. Great value for divine casters.
160 gp armor that holds an installed Elixir of Life. Activating it grows vines that boost your Athletics to Grapple and your defenses against Grapple, Disarm, Shove, and Trip for 3 rounds, consuming the elixir. Note: it spends the elixir on grappling, not healing.
330 gp item. Once per day, as a reaction when you gain the doomed or wounded condition, reduce that condition's value by 1. Not healing exactly, but it keeps you from spiraling toward death.
At this tier, permanent items with reusable healing become more important than consumables.
150 gp, heals 5d6+12. Reliable mid-level consumable.
400 gp, heals 6d8+20. Big burst healing in a single action.
90 gp. Gives bonus Heal spell slots. The best permanent healing investment for any divine or primal caster.
700 gp. Once per day, restore 4d6+15 HP to an adjacent willing living creature as a single action, no spell slot needed. Also gives a +2 item bonus to Medicine.
Encounters hit harder and healing needs to scale. Focus on items with big single-action heals.
600 gp, heals 7d6+18. Standard consumable at this tier.
4,100 gp spellheart. Cast Stabilize at will, plus 5th-rank Vital Beacon and Healing Well once each per day. Affixed to armor it also grants +3 to saves against death effects and void energy.
6,000 gp armor that holds two installed Elixirs of Life of the same level. Activate to regain HP equal to the elixirs' level at the start of each turn for 8 rounds, regrowing organs and reattaching severed parts along the way.
At the highest levels, items can bring back the dead or provide near-unlimited healing.
8,000 gp, heals 10d6+27 and grants +4 saves vs diseases and poisons. The ultimate consumable.
Level 20 artifact from the Ruby Phoenix Tournament. Spend 10 minutes to consume an attached silver feather and cast 7th-rank Raise Dead. Each use costs one more feather than the last, so it's tied to that adventure rather than a generic revive.
73,000 gp. Place it in the mouth of an intact corpse that died within the last year to cast a 10th-rank Raise Dead. A resurrection item rather than a heal.
8,000 gp. Attempts to counteract every curse, disease, and poison affecting you (counteract rank 9, 1d20+30) and restores 8d8+30 HP.
Always keep at least 2 healing consumables per party member. Invest in a Staff of Healing for your divine caster as early as possible. Don't neglect Medicine. The Continual Recovery and Ward Medic feats make between-encounter healing nearly free. Consider the Battle Medicine feat for in-combat healing without items.