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 Ă— 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 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 x the number of charges in the staff |
11 to 20 ft. away | 6 x the number of charges in the staff |
21 to 30 ft. away | 4 x the number of charges in the staff |
Notes: Bonus: Armor Class, Bonus: Saving Throws, Bonus: Spell Attacks, Bonus: Magic, Damage: Force, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding
I feel like a party could use this wand as a bomb.
* The lead mage is always angry and breaks each wand he gets. Replace his wand with a wand of power. Profit.
It's a staff, not a wand, so it's pretty big. But also, it can't be used as a spellcasting focus like a wand can. I think any competent spellcaster would be able to sense the power in this staff and not just break it casually.
Oh, it can’t be used as a Spellcasting focus?
“Staffs” are listed as a form of “Arcane Focus”, but magic staffs might be in a different catalogue, so I may have missed that.
I would say that it can be used as a spellcasting focus.
That seems rather counterintuitive; a staff being an arcane focus only if it lacks enchantment.
Wizards can use an Arcane Focus for spellcasting in lieu of a component pouch. An Arcane Focus is any of Crystal, Orb, Rod, Staff, Wand. The Staff of Power is a Staff, thus it can be used as an arcane focus.
If you have a monk in your party, and you can come up with a good story reason for it, have them take 1-3 levels in wizard and use this thing as their monk weapon. You won’t be sorry.
Easier still: Give it your eldritch knight ;)
Actually is fantastic for a shadow monk/shadow sorc
You can't - it has to be a sorcerer warlock or wizard. An eldritch knight may have the wizard spell list but they aren't one.
Good Point!
in the description it says it can cast
fireball (5th-level version, 5 charges) and
lightning bolt (5th-level version, 5 charges)
However once it's equipped it shows as 7c(harges) for each of these casts. Except that if you first open the details page for each cast, then it's 5 charges again.
In conclusion, to use the correct amount of charges you should cast these spells from the details page instead of the spell list.
Seems like a small bug?
Why would the demonlord Fraz Urbluu care so much about this middling powered staff?
im hoping to get this for my Warlock character as it is REALLY powerful with what I have planned:
Staff of Power + Polearm Master + Warlock = DAMAGE
Also it gives me more spells sooooo...
Anyone know what a good level to try and get this is?
It depends on your DM. But if I was your DM no sooner than 10th combined lvl
That's what brought me to this page. This isn't legendary, so I doubt that this is what Fraz Urb'luu is after.
natch bruv natch.
So I am designing some homebrew magic items that are legendary versions of items with a lower rarity. I wanted to make a legendary version out of the staff of power, by making all +2, +3's. I am planning to remove the power strike to balance for having the +3 bonus to attack and damage. Now the +3 bonus to attack, damage and AC and saving throw feels like it becomes really powerfull, which is what I want for a legendary item, but is it too powerfull? If it is, can I compensate for it by nerving or removing the spells, or would it still be game breaking? If it is not too powerfull, could I improve the spell and/or charges?
I tried comparing with the staff of the magi, but that didn't help too much as it does not give a bonus to AC and saving throws, and I find it hard to calculate their value.
For thinking about the power of the AC and saving throw bonuses, look at the difference between a Ring of Protection and a Cloak of Protection, the only difference is the rarity and how you wear them.
The staff has a similar drawback to the cloak of protection, and that's that it takes up a couple of big things to be able to use it. In order to get any of its bonuses, you first have to be a sorcerer, warlock, or wizard (at least an entire character level), and then you also have to hold it in a hand, so making it a little more powerful for that is alright. You could just wear a +3 shield instead, it's less rare and gives you better AC, and then use a wide variety of even less rare items to get +3 to your saves on top. You'd then have a hand for some other item that might fit you better, or a player might just want a huge AC and Saves, and that's fine. The great thing about the d20 is that the swing on it is so wild, it doesn't always matter if you have a 27 AC, Crokek'toeck can still roll a nat 20 and one shot your poor little sorcerer/artificer. Meteor swarm, even if you save against it (which, with my magically enhanced saves, I didn't), can still deal well over enough damage to not really care that you did.
Packing it all into one Legendary item and having it restricted to certain classes is in no way overpowered, especially by the time players would usually get legendary items. The high CR monsters have such high attack bonuses and save DC's that the +3 just makes it to where they might miss or you might save against them. It doesn't make you immune to anything, just more resistant. If the only change you're making to make it a legendary item is making the +2's +3's, then I wouldn't change anything else in worry of it being overpowered. I'd maybe even make its max charges 30 and change the dawn recharge to 3d8+6, add a couple more spells or up the levels of what it casts the spells at, and increase their charges accordingly.
As a dm, super powerful magical items just means you can throw harder, arguably more fun, stuff at them, with less worry about accidentally killing them. You could even give this item to an npc, and have them earn it in a fight against them. They'll get to experience its power, then take it for themselves, which is a good way of feeling like they deserve that power, from a dm and player perspective.
Thank you for your feedback. I like the idea of giving it to one of their enemies and have them take it from him. That certainly makes them deserve it.