The Chief of Staff Staff was crafted by a powerful and influential but absent-minded wizard to help them keep track of their allies, spells, and magic items. It contains ten charges that can be used to activate the staff's powers. The staff regains 1D6+4 charges each day at dawn.
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
Support Staff
If you are holding the staff and fail an Intelligence or Charisma check, you can expend one of the staff's charges to roll a d6 and add it to the outcome, possibly turning a failure into a success.
Staff Directive
As a bonus action during your turn, you can use the staff to direct an ally or friendly creature that you can see within 60 feet to take an additional action. In addition to this action, the ally or friendly creature can move up to 10 feet, either before or after the action. By expending three charges, you can direct them to take a Dash, Disengage, Help, Hide, or Use an Object action. By expending six charges, you can direct them to make one melee or ranged weapon attack.
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:
- Command (1 charge)
- Comprehend Languages (1 charge)
- Identify (1 charge)
- Locate object (2 charges)
- Suggestion (3 charges)
- Compulsion (5 charges)
Notes: bard, cleric, druid, sorcerer, wizard, or warlock
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