This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
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 × 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: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Sorcerer, Warlock, or Wizard, Damage, Control, Detection, Combat, Deception, Warding
I am thinking in make my players fight an apprentice with this staff.
...when your level one sorcerer is given this staff, and a ring of three wishes, and a means of transferring charges between magical items...
edit:...when you first learn how to quote, forget to quote, then accedentally quote the wrong thing... sorry for my prior comments i deleted due to creation errors i made
Imagine if the staff was cursed to absorb whenever possible allowing for multiple reactions too...
This is OP
lol
i can picture someone cheesing a bossfight on a level 20 campaign by saving all their charges then rushing in and breaking it for 400 dmg then the level twenty fighter double action surges with his bow and after winning initiative against the boss and the final bbeg who was building up for twenty levels was the source of constant character deaths and pain dies before he takes a action
How to kill a tarrasque:
1.make it use up it's legendary resistances
2.Somehow give it disadvantage with dex saves
3.bonk it on the head with full charged two of these
are you able to spend more charges to increase spell level?
It’s a legendary magic item. Most items by that level are supposed to be game breaking to some extent.
it's your table, do what you want. Or just give them a quarterstaff with the properties you want.
RAW, no. Look at how some spells like fireball are already upcast. The staff specifies the level each spell can be cast at.
I'd rule that a legendary staff can let you cast these spells at whatever level you want if you expend enough points. You could also do Pathfinder rules and cast these spells using your own spell slots and by expending one charge.
I'm giving this to my green dragon wizard BBEG, but I have no clue whatsoever how he is going to use it! I was thinking of having him either use mage hand to use it or use enlarge/reduce to make it dragon sized and then having him hold it with his wing? Idk, I need some advice.
Also, I would like to note that this does not have cone of cold or levitate (which is insanely fun to annoy your DM with) while the staff of power does. Am I the only one that thinks this is a little odd?
Dragons have opposable claws, aside from that most magic items resize to fit the one attuned to it.
this staff is better than my entire bard lol. geez
Uhh, yes.
One of my players tricked me into giving it to her, I was reading the description but i didnt even get to the pells and her and everyone were telling me to hurry up so we could continue and I just said yes, cause I was tired and from what i was able to read so far its seemed ok, so now the 4th lvl wizard summoned a god damn elemental in a fight. Now im over trying to figure out a way to get her to make it explode.
that is powerful
You're the DM, just talk to the player and remove it. Or give them a very rare staff instead (not staff of power), they're all very powerful too. For a level 4 character they're all gonna be game breaking though.
does this increase your spell save dc?
edit: does it also increase things like the +5 AC to shield?
(its magical effects)
spells and items do what they say. does this say it increases the DC? No, so it doesn't. it also has no interaction with the shield spell because it is not attack roll