I really like the idea of consumables! It would be interesting if...
What if the received healing amplification increased from 0% to X% for each spent charge?
It is very dangerous for developers to use received healing amplification because characters can become immortal. If, for example, this item is upgraded to a healing booster, then you can use this mechanic for the healing booster itself, thus, supports and others will have to put in a lot of effort. Of course, leaving 15-20% so that the item is not completely useless at start.