Erusrat's Staffs of Power

by KoatheDM

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Erusrat’s Staffs of Power

Astrologer's Staff

Staff, Uncommon (requires attunement by a Spellcaster)

This well-crafted staff is made of smooth mahogany and birch that twist to its head, which is an ever-spinning astrolabe. This staff has 5 charges and regains 1d4 + 3 charges at dawn. Whenever you cast a divination spell using a spell slot while holding this staff, instead of expending the spell slot you can expend an amount of charges from the staff equal to the spell’s level.

Furthermore, whenever you have advantage on an ability check, attack roll, or saving throw while holding this staff, you can use your reaction to expend 1 charge and roll an additional d20 to choose from.

Raw Dragonglass Staff

Staff, Uncommon (requires attunement by a Spellcaster)

This crudely made staff is made of splintered driftwood with a shard of iridescent dragonglass melted into the top of the wood, where it crackles with raw arcane energy. The Raw Dragonglass Staff has 5 charges and regains 1d4 + 3 charges at dawn. While holding this staff, you gain a +1 bonus to your spell attack rolls and your Spell Save DC increases by 1.

Furthermore whenever you cast a spell that deals damage while holding this staff, you can expend 1 charge to have the spell deal Force damage instead of the normal damage type it would’ve dealt.

Refined Dragonglass Staff

Staff, Rare (requires attunement by a Spellcaster)

This fine redwood staff has a shard of polished Dragonglass on his top that pulses with raw arcane energy, and is a common gift to newly accomplished Wizards upon entering a Wizarding Academy. While holding this staff, you gain a +1 bonus to your spell attack rolls and your Spell Save DC increases by 1.

Whenever you cast a spell that deals damage, you can choose for the spell to deal force damage instead as you draw upon the Dragonglass shard. Additionally, whenever you critically strike a target with a spell or a target rolls a natural one on their saving throw against one of your spells, they take an additional 3d6 force damage as the Dragonglass shard crackles with unstable magical energy.

Regal Dragonglass Scepter

Staff, Very Rare (requires attunement by a Spellcaster)

This platinum staff has various rubies and emeralds that adorn the upper half of the staff, leading up to an ornamentally carved shard of Dragonglass that has been melted into the platinum cage it sits upon. Commonly used by prestigious members of a Wizarding Aacademy, this staff is surprisingly light and faintly thrums with magical energy. While holding this staff, you gain a +2 bonus to your spell attack rolls and your Spell Save DC increases by 2, and whenever you cast a spell that deals damage, you can choose for the spell to deal force damage instead of its normal damage type.

Furthermore whenever you critically strike a target with a spell or a target rolls a natural one on their saving throw against one of your spells, they take an additional 2d10 force damage and whenever you reduce a creature within 120 feet of you to zero hit points with a spell, you regain the spell slot that was expended in the casting of the spell that dealt damage to the creature, if possible.

By KoatheDM. Art by Cloud _D.





































Bloody Dragonglass Staff

Staff, Uncommon

This staff is made of a gnarled thorny branch that has been petrified with a partially cracked and melted shard of Dragonglass at its tip that seems to absorb nearby blood into its glass; permanently staining it a crimson coloration. While you are holding this staff, as an Action you can roll one of your hit dice and take necrotic damage equal to the number rolled which cannot be reduced in any way. Upon taking this action, you then learn a Sorcerer cantrip of your choice for 1 hour, which uses your spellcasting ability (Constitution, if you do not have the Spellcasting feature). You can only cast this cantrip while you are holding this staff, and if you use this property again, the blood-imbibed knowledge of the previous cantrip disappears.

Heretic's Dragonglass Staff

Staff, Rare (requires attunement by a Spellcaster)

This gnarled and bloody staff seems to drip blood whenever it is used for casting of spells, and beholds a twisted and bloody shard of Dragonglass at its tip that can never be cleaned. The Heretic’s Dragonglass Staff has 5 charges and regains 1d4 + 3 charges at dawn.

While you are holding this staff, as an Action you can roll one of your hit dice and take necrotic damage equal to the number rolled which cannot be reduced in any way. Upon taking this action, you then learn a Sorcerer cantrip of your choice for 1 hour, which uses your spellcasting ability, and the Heretic’s Dragonglass Staff siphons your sacrificed blood and regains 1 charge. You can only cast this cantrip while you are holding this staff, and if you use this property again, the blood-imbibed knowledge of the previous cantrip disappears.

Furthermore, whenever you deal damage with a spell, you can expend 1 charge and deal an extra 1d8 force damage to one target of the spell.

Dragonsand Amplifier

Staff, Uncommon (requires attunement by a Spellcaster)

This heavy, granite-laden staff has intricately carved draconic runes that run up the sides that lead to a heavily inscribed sphere of crystal that contains floating grains of dragonsand within. The Dragonsand Amplifier has 5 charges and regains 1d4 + 3 charges at dawn. Whenever you cast a spell while holding this staff, you can expend charges equal to the spell’s level and cast the spell as if it were cast one level higher than the spell slot expended.

Dragondiamond Amplifier

Staff, Very Rare (requires attunement by a Spellcaster)

This obsidian and gneiss staff is covered in runic symbols and has fractured splinters that float around the staff, that all circle around a floating diamond polyhedral that levitates at the top of the staff; where it contains a miniature sandstorm of Dragonsand within. The Dragondiamond Amplifier has 8 charges and regains 1d8 + 4 charges at dawn. While holding this staff, you gain a +2 bonus to your spell attack rolls and your Spell Save DC increases by 2, and whenever you cast a spell while holding this staff, you can expend charges equal to the spell’s level and cast the spell as if it were cast one level higher than the spell slot expended.

Alternatively, whenever you cast a spell at a higher level, instead of expending the next spell slot level, you can expend two spell slots of the spell’s initial level. You can only use this property to cast a spell at one level higher than normal. For example, if you wanted to cast the 3rd level spell Fireball at 4th level, instead of expending a 4th level spell slot you can expend two 3rd level spell slots.

By KoatheDM. Art by Ewa Labak.

Erusrat's Blade

Staff, Uncommon (requires attunement by a Spellcaster)

Favored by Gish and battlemages alike, this Staff looks more akin to a magical spear as it has a pointed dragonglass shard on both ends of the staff. While attuned to this staff, you can use Erusrat’s Blade as a Simple weapon that you are proficient in that deals 1d8 force damage on hit, and you use your spellcasting ability for its attack and damage rolls.

While holding Erusrat’s Blade, all melee spell attack rolls are made with advantage, and Erusrat’s Blade counts as a nonmagical weapon worth at least 1sp for the purposes of spells such as Magic Weapon, Elemental Weapon, Booming Blade, etc.

Illusionist's Cane

Staff, Uncommon (requires attunement by a Spellcaster)

This clever staff appears to be a simple walking cane, however it has a number of enchantments to enhance an illusionist’s arsenal. The Illusionist's Cane has 5 charges and regains 1d4 + 3 charges at dawn. Whenever you cast a spell while you are holding this staff, you can expend one charge as a reaction by tapping the cane on a surface, where you no longer need to provide somatic or verbal components to cast the spell if it requires them.

Furthermore, while holding the Illusionist’s Cane, creatures have disadvantage on their Intelligence (Investigation) checks made to discern whether or not your illusions are real.

Seal of the Illusionist

Tattoo, Rare (requires attunement by a Spellcaster)

As part of the attunement process to this magical item, this tattoo must be scribed on your person which typically depicts an intricate runic symbol that is laced with powerful enchantments. While attuned to this item, all of the spells you cast do not require verbal or somatic components, and Illusion spells do not require material components unless they have a cost.

Furthermore, creatures have disadvantage on their Intelligence (Investigation) checks made to discern whether or not your illusions are real, and if a creature attacks or attempts to damage an illusion you have created through a spell, you can use your reaction to deal 2d10 psychic damage to the creature.

Meteorite Staff

Staff, Uncommon (requires attunement by a Spellcaster)

This simple stone staff is made of petrified wood and contains a glowing chunk of adamantite at its tip with crystals from the astral sea embedded into it, and is commonly favored by Dunamancers. The Meteorite Staff has 5 charges and regains 1d4 + 3 charges at dawn, and while you are holding the Meteorite Staff you gain a +1 bonus to your spell attack rolls and your Spell Save DC increases by 1.

Furthermore, whenever you deal damage with a spell, you can expend 1 charge to knock the target prone or push the target 15 feet in a direction of your choice

Additionally, due to the empowered gravitational forces this Staff commands, whenever you cause a target to forcibly move via one of your spells but not this Staff, you can use choose to move to the target an additional 10 feet.

By KoatheDM. Art by Zhihui Su.

Bonecaller's Staff

Staff, Uncommon

This staff appears to be hewn bones that contain an embedded onyx surrounded by human teeth at its top, and is commonly used by Necromancers. Whenever you cast a Necromancy spell while holding this Staff, you gain temporary hit points equal to 3 times the level of the spell.

Skullsewn Staff

Staff, Rare (requires attunement by a Spellcaster)

This staff is made of bleached humanoid fingerbones and spines with macabre symbols etched into their surface that reaches into an amalgamate of four humanoid skulls with their jaws agape that behold a octahedral Onyx that seems to absorb all light that hits it. The Skullsewn Staff has 4 charges and regains 1d4 + 2 charges at dawn, and you gain a +1 bonus to your spell attack rolls and your Spell Save DC increases by 1 while holding this staff.

Whenever you cast a Necromancy spell while holding this Staff, you gain temporary hit points equal to 3 times the level of the spell, and as a bonus action, you can expend 1 charge and change your creature type to Undead or back to your original creature type.

Furthermore, as an Action, or as part of an Action where you animate or create an Undead creature with a spell, you can cause all willing Undead within 60 feet of you to erupt in necrotic energy by expending 2 charges. Every creature within 15 feet of each affected Undead must succeed on a Constitution saving throw equal to your spell save DC or take 2d8 necrotic damage and have their speed halved until the end of their next turn, only taking half damage upon success. Whenever you use this property, you can choose for Undead creatures of your choice that you can see to be immune to the effects of these necrotic eruptions.

Weavestrain Staff

Staff, Very rare (requires attunement by a Spellcaster)

This crystal staff contains a floating, erratic mirror-like prism that twists, multiplies, and releases occasional shocks of chaotic magical energy; almost as if it is barely able to stay within this plane of existence. This incredibly rare staff is known to be very powerful, and allows the user to greatly empower one of their spells by channeling energy directly from the Weave around them, putting a strain on all magical energies that flow around them for a short while. While holding this Staff, you gain a +1 bonus to your spell attack rolls and your Spell Save DC increases by 1.

Whenever you hold your action to cast a spell, every round you spend holding your action increases the level of the spell that is being held by 1 until the spell is released. Due to its unstable and powerful nature, any concentration checks made to concentrate on a spell cast in this way are made with disadvantage. Once you have used this feature you cannot use it again until the next dawn.

Psiphon Staff

Staff, Uncommon (requires attunement by a Spellcaster)

This crystal staff is made entirely of the psychic material known as Psiphon Crystals and causes harmless, faint spectral growths of crystals around the attuned user. While you are holding the Psiphon Staff, you gain a +1 bonus to your spell attack rolls and your Spell Save DC increases by 1 while holding this staff.

Furthermore, whenever you deal damage to a target with a spell, you can cause a spectral crystal to appear on their body. These crystals are translucent, ethereal, weigh nothing, disappear after 1 minute, and do not inhibit the target in any way. However, as an action, you can cause all spectral crystals within 120 feet of you to shatter, dealing 1d8 force damage per crystal attached to a target.

By KoatheDM. Art by Hao Du.
Changelog
  • Version 1.0
    • Initial version released

More!

  This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMbinder. Art by Cloud _D, Ewa Labak, Zhihui Su, and Hao Du.

By KoatheDM
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