Page 203 - Dungeon Master's Guide
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equal to 16 x the number of charge  in the  taff. Every   The snake head can be attacked while it is animate. It
     other creature in the area must make a DC 17 Dexterity   has an Armor Class of 15 and 20 hit points. If the head
     saving throw. On a failed save. a creature rake  an   drops to 0 hit points, the staff is destroyed. As long as
     amount of damage based on how far away it is from the   it's not destroyed, the staff regains all lost hit points
     point of origin, as shown in the following table. On a   when it reverts to its inanimate form.
      uccessful save, a creature takes half as much damage.
                                                       STAFF OF THE MAGI
      Distance from Origin  Damage                     Staff, legendary (requires attunement by a sorcerer,
      10 ft.  away or closer   8 x the number of charges in the staff   warlock, or wizard)
      11 to 20 ft.  away   6 x the number of charges in  the staff   This staff can be wielded as a magic quarterstaff that
      21 to 30ft. away   4 x the number of charges in the staff   grants a +2 bonus to attack and damage rolls made
                                                       with it. While you hold it, you gain a +2 bonus to spell
     STAFF OF  STRIKING                                attack rolls.
     Staff, very rare (requires attunement)              The staff has 50 charges for the following properties.
                                                       It regains 4d6 + 2 expended charges daily at dawn. If
     This staff can be wielded as a magic quarterstaff   you expend the last charge, roll a d20. On a 20, the staff
     that grants a + 3 bonus to attack and damage rolls
                                                       regains 1d12 + 1 charges.
     made with it.                                       Spell Absorption. While holding the staff, you have
       The staff has 10 charges. When you hit with a melee   advantage on saving throws against spells. In addition,
     attack using it, you can expend up to 3 of its charges.   you can use your reaction when another creature casts
     For each charge you expend, the target takes an extra
                                                       a spell that targets only you. If you do, the staff absorbs
     ld6 force damage. The staff regains 1d6 + 4 expended
                                                       the magic of the spell, canceling its effect and gaining
     charges daily at dawn. If you expend the last charge,
                                                       a number of charges equal to the absorbed spell's level.
     roll a d20. On a 1, the staff becomes a nonmagical
                                                       However, if doing so brings the staff's total number of
     quarterstaff.
                                                       charges above 50, the staff explodes as if you activated
                                                       its retributive strike (see below).
     STAFF OF  SWARMING I NSECTS
                                                         Spells. While holding the staff, you can use an
     Staff, rare (requires attunement by a bard, cleric, druid,
                                                       action to expend some of its charges to cast one of the
     sorcerer, warlock, or wizard)
                                                       following spells from it, using your spell save DC and
     This staff has 10 charges and regains 1d6 + 4 expended   spellcasting ability: conjure elemental (7 charges), dispel
     charges daily at dawn. If you expend the last charge,   magic (3 charges), fireball (7th-level version, 7 charges),
     roll a d20. On a 1, a swarm of insects consumes and   flaming sphere (2 charges), ice storm (4 charges),
     destroys the staff, then disperses.               invisibility (2 charges), knock (2 charges), lightning bolt
       Spells. While holding the staff, you can use an   (7th-level version, 7 charges), passwall (5 charges), plane
     action to expend some of its charges to cast one of the   shift (7 charges), telekinesis (5 charges), wall of fire (4
     following spells from it, using your spell save DC: giant   charges), or web (2 charges).
     insect (4 charges) or insect plague (5 charges).
                                                         You can also use an action to cast one of the following
       Insect Cloud. While holding the staff, you can use
                                                       spells from the staff without using any charges: arcane
     an action and expend 1 charge to cause a swarm of
                                                       lock, detect magic, enlarge/reduce, light, mage hand, or
     harmless flying insects to spread out in a 30-foot radius   protection from evil and good.
     from you. The insects remain for 10 minutes, making
                                                         Retributive Strike. You can use an action to break
     the area heavily obscured for creatures other than you.
                                                       the staff over your knee or against a solid surface,
     The swarm moves with you, remaining centered on
                                                       performing a retributive strike. The staff is destroyed
     you. A wind of at least 10 miles per hour disperses the
                                                       and releases its remaining magic in an explosion that
     swarm and ends the effect.
                                                       expands to fill a 30-foot-radius sphere centered on it.
                                                         You have a 50 percent chance to instantly travel to
     STAFF OF THE A DDER
                                                       a random plane of existence, avoiding the explosion.
     Staff, uncommon (requires attunement by a cleric, druid,   If you fail to avoid the effect, you take force damage
     or warlock)
                                                       equal to 16 x the number of charges in the staff. Every
     You can use a bonus action to speak this staff's   other creature in the area must make a DC 17 Dexterity
     command word and make the head of the staff become   saving throw. On a failed save, a creature takes an
     that of an animate poisonous snake for  1 minute. By   amount of damage based on how far away it is from the
     using another bonus action to speak the command word   point of origin, as shown in the following table. On a
     again, you return the staff to its normal inanimate form.   successful save, a creature takes half as much damage.
       You can make a melee attack using the snake head,
     which has a reach of 5 feet. Your proficiency bonus   Distance from Origin  Damage
     applies to the attack roll. On a hit, the target takes
                                                        10 ft.  away or closer   8 x the number of charges in  the staff
     1d6 piercing damage and must succeed on a DC 15    11  to 20 ft.  away   6 x the number of charges in  the staff
     Constitution saving throw or take 3d6 poison damage.
                                                        21  to 30ft. away   4 x the number of charges  in  the staff

                                                                                  CHAPTER 7  I TREASURE
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