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The staff has 20 charges for the following Staff of Swarming Insects
properties. The staff regains 2d8 + 4 expended Staff, rare (requires attunement by a bard, cleric,
charges daily at dawn. If you expend the last charge, druid, sorcerer, warlock, or wizard)
roll a d20. On a 1, the staff retains its +2 bonus to
attack and damage rolls but loses all other This staff has 10 charges and regains 1d6 + 4
properties. On a 20, the staff regains 1d8 + 2 charges. expended charges daily at dawn. If you expend the
Power Strike. When you hit with a melee attack last charge, roll a d20. On a 1, a swarm of insects
using the staff, you can expend 1 charge to deal an consumes and destroys the staff, then disperses.
extra 1d6 force damage to the target. Spells. While holding the staff, you can use an
Spells. While holding this staff, you can use an action to expend some of its charges to cast one of
action to expend 1 or more of its charges to cast one the following spells from it, using your spell save DC:
of the following spells from it, using your spell save giant insect (4 charges) or insect plague (5 charges).
DC and spell attack bonus: cone of cold (5 charges), Insect Cloud. While holding the staff, you can use
fireball (5th- level version, 5 charges), globe of an action and expend 1 charge to cause a swarm of
invulnerability (6 charges), hold monster (5 charges), harmless flying insects to spread out in a 30- foot
levitate (2 charges), lightning bolt (5th- level version, radius from you. The insects remain for 10 minutes,
5 charges), magic missile (1 charge), ray of making the area heavily obscured for creatures
enfeeblement (1 charge), or wall of force (5 charges). other than you. The swarm moves with you,
Retributive Strike. You can use an action to break remaining centered on you. A wind of at least 10
the staff over your knee or against a solid surface, miles per hour disperses the swarm and ends the
performing a retributive strike. The staff is effect.
destroyed and releases its remaining magic in an
explosion that expands to fill a 30- foot- radius sphere Staff of the Magi
centered on it. Staff, legendary (requires attunement by a sorcerer,
You have a 50 percent chance to instantly travel to warlock, or wizard)
a random plane of existence, avoiding the explosion. This staff can be wielded as a magic quarterstaff that
If you fail to avoid the effect, you take force damage grants a +2 bonus to attack and damage rolls made
equal to 16 × the number of charges in the staff. with it. While you hold it, you gain a +2 bonus to
Every other creature in the area must make a DC 17 spell attack rolls.
Dexterity saving throw. On a failed save, a creature The staff has 50 charges for the following
takes an amount of damage based on how far away it properties. It regains 4d6 + 2 expended charges
is from the point of origin, as shown in the following daily at dawn. If you expend the last charge, roll a
table. On a successful save, a creature takes half as d20. On a 20, the staff regains 1d12 + 1 charges.
much damage. Spell Absorption. While holding the staff, you
Distance from Origin Damage have advantage on saving throws against spells. In
10 ft. away or closer 8 × the number of charges in the staff addition, you can use your reaction when another
11 to 20 ft. away 6 × the number of charges in the staff creature casts a spell that targets only you. If you do,
21 to 30 ft. away 4 × the number of charges in the staff the staff absorbs the magic of the spell, canceling its
effect and gaining a number of charges equal to the
Staff of Striking absorbed spell’s level. However, if doing so brings
Staff, very rare (requires attunement) the staff’s total number of charges above 50, the staff
explodes as if you activated its retributive strike (see
This staff can be wielded as a magic quarterstaff that below).
grants a +3 bonus to attack and damage rolls made Spells. While holding the staff, you can use an
with it. action to expend some of its charges to cast one of
The staff has 10 charges. When you hit with a the following spells from it, using your spell save DC
melee attack using it, you can expend up to 3 of its and spellcasting ability: conjure elemental (7
charges. For each charge you expend, the target charges), dispel magic (3 charges), fireball (7th- level
takes an extra 1d6 force damage. The staff regains version, 7 charges), flaming sphere (2 charges), ice
1d6 + 4 expended charges daily at dawn. If you storm (4 charges), invisibility (2 charges), knock (2
expend the last charge, roll a d20. On a 1, the staff charges), lightning bolt (7th- level version, 7 charges),
becomes a nonmagical quarterstaff.
passwall (5 charges), plane shift (7 charges),
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 244

