Page 203 - Dungeon Master's Guide
P. 203
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

