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                        Returning 35 results for 'fail staff'.
                    
                
                        
                            
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                                        failed staff
                                    
                                
                                    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
                                                
                                            
                                                
                                                    This staff has 10 charges. While holding the staff , you can use any of its properties:
Cast Spell. You can expend 1 of the staffâs charges to cast Charm Person, Command, or Comprehend
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
                                                
                                            
                                                
                                                     throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a
                                                
                                            
                                                
                                                    This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
                                                
                                            
                                                
                                                    
Pit
40
Plant
41
Priest
42
Prisoner
43
Puzzle*
44
Ring
45
Rogue*
46
Ruin*
47
Sage*
48
Shield
49
Ship
50
Skull*
51
Staff
52
                                                
                                            
                                        
                                                    Staff of Charming
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this
                                                
                                            
                                                
                                                    While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a
                                                
                                            
                                        
                                                    Staff of Power
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                        
                                                    Staff of the Magi
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an
                                                
                                            
                                                
                                                    Staff of Charming Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
                                                
                                            
                                                
                                                    Staff of Charming Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail
                                                
                                            
                                                
                                                    Staff of Charming Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.  If you are holding the staff and fail a saving throw against an
                                                
                                            
                                                
                                                    Staff of Charming Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Staff of Power Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and
                                                
                                            
                                                
                                                     damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)  Staffs Left to Right: Insects,
Healing, Power, Magi, and Frost This staff can be wielded as a magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a
                                                
                                            
                                                
                                                    Staff of the Magi Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Staff of Power Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and
                                                
                                            
                                                
                                                     damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     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 times the number of charges in the staff. Each
                                                
                                            
                                                
                                                    Staff of the Adder Staff, Uncommon (Requires Attunement)  As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    Staff of the Magi Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    Staff of the Magi Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     without revealing her true predicament. Lying to her requires a successful DC 12 Charisma (Deception) check. If the characters reveal that sheâs nothing more than a disembodied skull, if they fail three
                                                
                                            
                                                
                                                     Strength (Athletics) check. Inside, a bundle of faded cloth holds the serpentine bones of a jaculi (the trickster god Moaâs animal form; see appendix D). A staff of the python rests atop these remains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     fail to satisfy them, the three spirits attack.  Shambling Mounds. Three shambling mounds arise from the brambles and attack the characters.  Thorn Trap. The characters spot a hawthorn staff entangled
                                                
                                            
                                                
                                                    , the characters must succeed on a DC 15 group Wisdom (Survival) check. On a success, the characters locate Red Ruthâs lair at the heart of the woodland (area B3). If they fail, they blunder into one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    . The adventurers see no other living creatures until their audience with Eseldra Yeth. All the servants and staff are undead, but the food and comforts of the fortress are of excellent quality and
                                                
                                            
                                                
                                                     which characters succeed at the saving throw and which fail. The outcome determines what happens to them that night. At the end of the audience, the characters are dismissed. Before being returned to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    . The adventurers see no other living creatures until their audience with Eseldra Yeth. All the servants and staff are undead, but the food and comforts of the fortress are of excellent quality and
                                                
                                            
                                                
                                                     note of which characters succeed at the saving throw and which fail. The outcome determines what happens to them that night. At the end of the audience, the characters are dismissed. Before being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     franchise features, paying staff, creating merchandise with proper branding, settling legal issues, and more are all encompassed by the baseline cost for a franchiseâs headquarters, a multiplier from
                                                
                                            
                                                
                                                     overall operation. A franchise might use a ship as its headquarters, while also owning a number of remote trading posts run by franchise staff. The costs for all such âvirtual headquartersâ should be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
                                                
                                            
                                                
                                                     Staff 52 Stairway 53 Star* 54 Statue 55 Sun* 56 Talons* 57 Tavern 58 Temple 59 Throne* 60 Tomb 61 Tower 62 Tree 63 Undead 64 Void* 65 Warrior 66 Well 67â00 Roll again  *Found in the Deck of Many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the targetâs emotions and alignment
                                                
                                            
                                                
                                                     air and water.
 Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
 Actions
 Multiattack. The bullywug makes two Bog Staff attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     as a cloaked woman wielding a dagger in each hand and the other showing Halaster Blackcloak clutching a staff. The statues glare at one another like mortal enemies.
 Shadow Dragon Umbraxakar is a Huge
                                                
                                            
                                                
                                                     shadow dragon with items he cherishes and succeed on three separate ability checks to lift his spirits (see below). If they fail more than one such check, they wonât have enough gifts left to turn the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     characters slay or capture Avarice, the gargoyles attack them as they leave the keep. Treasure. Avarice keeps her staff of frost within easy reach. When sheâs not writing in her spellbook, she sticks it
                                                
                                            
                                                
                                                     and make one grapple attempt only, with advantage on the d20 roll. (Apply no modifiers to the roll.) If they fail to grapple the character, they scurry to the far corners of the room and huddle in defeat.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    -foot-wide path in the center of the hall. Each creature in this area must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage. Those who fail the save by 5 or more are swept along
                                                
                                            
                                                
                                                     become â the steam.â These cultists also serve as kitchen staff. S7. Solarium A bright room occupies the east quarter of this floor. Flowers and shrubs of many varieties grow in a labyrinth of planters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     within. The Hourglass Covenâs thieves slip in and out of the tent as they desire, and most of the carnival staff prefer to give the attraction a wide berth, believing it to be jinxed or haunted
                                                
                                            
                                                
                                                     reveals that girl in the pig mask asked him if he had any regrets, and said that if he did, she knew someone who could help himâhe just had to follow her. If the characters fail to find Rubin after 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     you.
 Skeleton Staff. The staff of Lottieâs Palace are all skeletons with the power of magical speech. The skeleton that approaches the characters greets them in Common, suggests they get some
                                                
                                            
                                                
                                                     drinks gains the poisoned condition for 1 hour, or until the character has a meal at the lounge. A total of twenty skeletons work the floor, acting as dealers, bartenders, wait staff, and entertainment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     only during one of the less-restrained services in a temple of Loviatar. If the characters fail to leave after this warning, Rasqel gives them an ultimatum: they can walk away or face the wrath of the
                                                
                                            
                                                
                                                     their agents to sell them algae. As the characters start to hire franchise staff at the end of this episode, this is a perfect opportunity to set up how staff members can conduct franchise business with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     damaged in any way, and attempts to circumvent them with magic fail automatically. V2. Entrance Foyer This vast chamber has the following features: Three age-worn columns support crumbling stone bridges
                                                
                                            
                                                
                                                    , and piled in one of them is a vast golden trove.
 Out of the dusty gloom steps an aged dwarf clutching a staff carved and painted to resemble a pair of entwined dragons â one red, one gold. Despite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creatureâs body as it would a puppet. Against the rare
                                                
                                            
                                                
                                                     work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain. Extractor Staff. Each ulitharid carries
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     devil Strahdâ and sends twelve guards to arrest them, seize their weapons, and run them out of town. If the guards fail in their duty, the baron sends Izek to rally a mob of thirty commoners to lynch
                                                
                                            
                                                
                                                     the party. If the commoners also fail, the baron summons the twelve remaining guards to defend his mansion, giving characters the run of the town. If the characters get on his good side, he insists
                                                
                                            
                                        






