Underrated Magic Items
Staff of Healing
Staff of Healing (Rare)
Requires Attunement by a Bard, Cleric, or Druid
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.
Unless you're a Life Domain Cleric, you should look at this if you can attune to it. It basically provides 10 level one spell slots for the purposes of healing.
Spell slots and prepared/learned spells are a premium, especially at lower tiers of play. If you have the ability to heal, you're probably expected to heal so picking up a Staff of Healing is going to allow your character to focus on the things you want to do instead of committing more valuable resources for these spells.
A shameless plug for reactive builds, Staff of Healing is an interesting option for any WIS or CHA focused characters. If I were playing a Ranger or Monk, I might be interested in taking a one-level dip into Cleric for this.