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Returning 35 results for 'is ranged fire power staff the die'.
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Magic Items
Dungeon Master’s Guide
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. 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 must expend to cast the spell.
Spell
Charge Cost
Burning Hands
1
Fireball
3
Wall of Fire
4
Regaining Charges
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
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
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
Staff of Fire
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, 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: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Magic Items
Dungeon Master’s 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s 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
staff. On a successful save, a creature takes half as much damage. Conceptopolis Staff of Frost, Staff of Swarming
Insects, Staff of Healing, Staff
of Flowers, Staff of Power
Staff of Striking
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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of Fire Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While
Burning Hands 1 Wall of Fire 4 Fireball 3 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Fire Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While
Burning Hands 1 Wall of Fire 4 Fireball 3 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of Fire Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it
, 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: burning hands (1 charge), fireball (3 charges), or wall of fire (4
Spells
Player’s Handbook
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes three Chaos Staff attacks.
Chaos Staff. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Chaos Staff"}, reach 10
ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaad’s next turn
Monsters
Monster Manual
Multiattack. The aarakocra makes two Wind Staff attacks, and it can use Spellcasting to cast Gust of Wind.
Wind Staff. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
", "rollAction":"Wind Staff"}, reach 5 ft. or range 120 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Wind Staff", "rollDamageType":"Bludgeoning"} Bludgeoning damage
Magic Items
Dungeon Master’s Guide
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"forest staff", "rollDamageType":"Poison"} Poison damage.
Sun Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"sun ray
Multiattack. The centaur makes two attacks, using Forest Staff or Sun Ray in any combination.
Forest Staff. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"forest
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Vine Staff", "rollDamageType":"Poison"} Poison damage.
Verdant Wisp. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Verdant Wisp
Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.
Vine Staff. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Vine
Monsters
Monster Manual
Amphibious. The kuo-toa can breathe air and water.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.Pincer Staff. Melee Attack Roll: +4
;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pincer Staff"}, reach 10 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Pincer Staff", "rollDamageType
Spells
Player’s Handbook
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell
Magic Items
Dungeon Master’s Guide
Mage Hand
0
Passwall
5
Plane Shift
7
Protection from Evil and Good
0
Telekinesis
5
Wall of Fire
4
Web
2
Regaining Charges. The staff regains 4d6 + 2
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
Spells
Player’s Handbook
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Spells
Player’s Handbook
an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Magic Items
Dungeon Master’s Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Magic Items
The Book of Many Things
using this staff, the target takes an extra 1d8 fire damage.
Solar Focus. You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your
Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll
Spells
Player’s Handbook
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire
Spells
Player’s Handbook
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 7 (2d6);{"diceNotation":"2d6
", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict
Monsters
Monster Manual
":"damage", "rollAction":"Flame Trident", "rollDamageType":"Fire"} Fire damage. Hit or Miss: The trident magically returns to the salamander’s hand immediately after a ranged attack.
Inferno
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
Monsters
Monster Manual
. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word StunPoisonCold, Fire, Lightning
Monsters
Monster Manual
":"claw", "rollDamageType":"Fire"} Fire damage.
Fire Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"fire ray"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation
Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"claw"}, reach 5 ft
Monsters
Monster Manual
);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Flame Scepter", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Flame Sword", "rollDamageType":"Fire"} Fire damage.
Hammer Throw. Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Hammer Throw
", "rollType":"damage", "rollAction":"Hammer Throw", "rollDamageType":"Fire"} Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.Fire
Monsters
Monster Manual
":"1d6", "rollType":"damage", "rollAction":"Infernal Fork", "rollDamageType":"Fire"} Fire damage.
Tail Spine. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Tail
Spine"}, range 20/80 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Tail Spine", "rollDamageType":"Piercing"} Piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Tail Spine", "rollDamageType":"Fire"} Fire damage.Fire, PoisonCold
Monsters
Monster Manual
", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Bladed Arm", "rollDamageType":"Fire"} Fire damage.
Fiery Bolt. Ranged Attack Roll: +10
Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.
Immutable Form. The golem can’t shape-shift.
Magic






