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# Magical Staffs > ##### Staff of Charming *Staff* > *Wonderous Staff, Rare, 4 lbs, (requires attunement by a druid, sorcerer, warlock, or wizard).* > ### >While holding this staff, you can use an action to expend 1 of its 10 charges to cast *Charm Person*, *Command*, or *Comprehend Languages* from it using your spell save DC. The staff can also be used as a magic quarterstaff. >___ > If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. >___ > The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. > ##### Staff of Fire *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard).* > ### >You have resistance to Fire damage while you hold this staff. >___ > The 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: *burning hands* (1 charge), *fireball* (3 charges), or *wall of fire* (4 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 blackens, crumbles into cinders, and is destroyed. > ##### Staff of Flowers *Staff* > *Wonderous Staff, Common, 4 lbs.* > ### > This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. >___ >The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. > ##### Staff of Frost *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement by a druid, sorcerer, warlock, or wizard).* > ### >You have resistance to Cold damage while you hold this staff. >___ > The 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: *Cone of Cold* (5 charges), *Fog Cloud* (1 charge), *Ice Storm* (4 charges), or *Wall of Ice* (4 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 turns to water and is destroyed. > ##### Staff of Healing *Staff* > *Wonderous Staff, Rare, 4 lbs, (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. \pagebreakNum
> ##### Staff of Power *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement by a sorcerer, warlock, or wizard).* > ### >This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. >___ > The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. >___ >***Power Strike***. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. >___ >***Spells***. While holding this staff, 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 spell attack bonus: *Cone of Cold* (5 charges), *Fireball* (5th-level version, 5 charges), *Globe of Invulnerability* (6 charges), *Hold Monster* (5 charges), *Levitate* (2 charges), *Lightning Bolt* (5th-level version, 5 charges), *Magic Missile* (1 charge), *Ray of Enfeeblement* (1 charge), or *Wall of Force* (5 charges). >___ >***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. >___ >You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of Force damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. > | Distance from Origin | Damage | >|-----------------------|----------------------------------------| >| 10 ft. away or closer | 8 × the number of charges in the staff | >| 11 to 20 ft. away | 6 × the number of charges in the staff | >| 21 to 30 ft. away | 4 × the number of charges in the staff | >
> ##### Staff of Striking *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement).* > ### >This staff counts as a +3 bonus weapon >___ > The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 Force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. > ##### Staff of Soothing Waves *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement).* > ### >This item counts as a +1 spellcasting focus. >___ > **Soothing Waves.** Once per day while you are standing in or submerged in water, you can activate this staff as a bonus action, causing you and any creatures within 5ft of you of your choice to regain 1d10 hit points. \pagebreakNum > ##### Staff of Swarming Insects *Staff* > *Wonderous Staff, Rare, 5 lbs, (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard).* > ### > This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. >___ > ***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: *Giant Insect* (4 charges) or *Insect Plague* (5 charges). >___ > ***Insect Cloud***. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. > ##### Staff of the Adder *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement by a cleric, druid, or warlock).* > ### > You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. >___ > You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes ld6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. >___ > The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. \pagebreakNum
> ##### Staff of the Magi *Staff* > *Wonderous Staff, Rare, 4 lbs, (requires attunement).* > ### > This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. >___ > The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges. >___ >***Spell Absorption***. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). >___ >***Spells***. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *Conjure Elementals* (7 charges), *Dispel Magic* (3 charges), *Fireball* (7th-level version, 7 charges), *Flaming Sphere* (2 charges), *Ice Storm* (4 charges), *Invisibility* (2 charges), *Knock* (2 charges), *Lightning bolt* (7th-level version, 7 charges), *Passwall* (5 charges), *Plane Shift* (7 charges), *Telekinesis* (5 charges), *Wall of Fire* (4 charges), or *Web* (2 charges). >___ >You can also use an action to cast one of the following spells from the staff without using any charges: *Arcane Lock*, *Detect Magic*, *Enlarge/Reduce*, *Light*, *Mage Hand*, or *Protection from Evil and Good.* >___ >***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. >___ > You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of Force damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. > | Distance from Origin | Damage | >|-----------------------|----------------------------------------| >| 10 ft. away or closer | 8 × the number of charges in the staff | >| 11 to 20 ft. away | 6 × the number of charges in the staff | >| 21 to 30 ft. away | 4 × the number of charges in the staff | >
> ##### Staff of the Necromancer *Staff* > *Wonderous Staff, Rare, 4 lbs, (requires attunement).* > ### > This item counts as a +1 spellcasting focus. >___ > **No Rest for the Wicked.** Once per day, you can cast the *Animate Dead* spell as a bonus action. \pagebreakNum > ##### Staff of the Python *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement by a cleric, druid, or warlock).* > ### > You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. >___ > On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't Incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. >___ > If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. > ##### Staff of the Woodlands *Staff* > *Wonderous Staff, Uncommon, 4 lbs, (requires attunement by a druid).* > ### >This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. >___ > The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. >___ > ***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). > > You can also use an action to cast the pass without trace spell from the staff without using any charges. >___ > ***Tree Form.*** You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius. > > The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. \pagebreakNum > ##### Staff of Thunder and Lightning *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement).* > ### > This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. >___ > ***Lightning.*** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage. >___ > ***Thunder.*** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. >___ > ***Lightning Strike.*** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save, or half as much damage on a successful one. >___ >***Thunderclap.*** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. >___ > ***Thunder and Lightning.*** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. > ##### Staff of Withering *Staff* > *Wonderous Staff, Rare, 4 lbs, (requires attunement by a cleric, druid, or warlock).* > ### > This staff has 3 charges and regains 1d4-1 expended charges daily at dawn. >___ > On a hit, this quarterstaff deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.