When activated, for one minute this baton emits magic that heals whoever is holding it for 2d4. It must be passed to another ally who is conscious with at least one free hand (dex DC 10) before it will heal again and the healing will activate for the new individual at the moment of successful trade off.
The baton may be passed back and forth in any order, however, if the party manages to pass it across all present members with no repeat contact the amount of healing and DC will increase. 4d4 (DC 12) after the first set of relays, 8d4 (DC 15) after the second, 10d4 (DC 18) after the third.
If the baton is dropped at any point the magic effect ends. After its effect ends the baton can not be used again until the next day.
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