Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=slug&page=27
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=28", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=26", "results": [ { "slug": "spell-scroll-a5e", "name": "Spell Scroll", "type": "Scroll", "desc": "A spell scroll bears a sealed spell within. If the spell is on your class’ spell list, you can use the scroll to cast the spell (taking the spell’s normal casting time) without the need for material components. Otherwise the _spell scroll_ is unreadable to you. If you are interrupted while using the scroll, you may attempt to use it again. Once the spell within a scroll has been cast, the scroll crumbles away. \n\nTo use a _spell scroll_ of a higher spell level than you are able to cast, you must succeed on _spellcasting_ ability check (DC 10 + the spell’s level). On a failure, the magical energy within is expended with no effect, leaving behind a blank piece of parchment. \n\nA wizard may use a _spell scroll_ to copy the spell stored within to their spellbook by making an Intelligence (Arcana) check (DC 10 + the spell’s level). Whether the check succeeds or not, the attempt destroys the _spell scroll_. \n\nThe level of the spell stored within a scroll determines the _saving throw_ DC, _attack bonus_ , crafting components, cost, and rarity as per Table: Spell Scrolls. The costs of a _spell scroll_ are in addition to any material components, which are required (and if necessary also consumed) when it is made.\n\n__Table: Spell Scrolls__\n| **Spell Level** | **Rarity** | **Save DC** | **Attack Bonus** | **Cost** | **Crafting Components** |\n| --------------- | ---------- | ----------- | ---------------- | --------- | -------------------------------------- |\n| Cantrip | Common | 13 | 5 | 10 gp | Magical inks |\n| 1st | Common | 13 | 5 | 25gp | Magical inks |\n| 2nd | Common | 13 | 5 | 75gp | Magical inks |\n| 3rd | Uncommon | 15 | 7 | 175gp | Dire wolf hide |\n| 4th | Uncommon | 15 | 7 | 500gp | Dire wolf hide |\n| 5th | Rare | 17 | 9 | 1,250 gp | Parchment infused with planar energy |\n| 6th | Rare | 17 | 9 | 3,000 gp | Parchment infused with planar energy |\n| 7th | Very Rare | 18 | 10 | 8,000 gp | Blank pages from a _lich’s_ spellbook |\n| 8th | Very Rare | 18 | 10 | 20,000 gp | Blank pages from a _lich’s_ spellbook |\n| 9th | Legendary | 19 | 11 | 55,000 gp | Parchment made from a dragon’s hide |", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spellcasting-symphony-a5e", "name": "Spellcasting Symphony", "type": "Wondrous Item", "desc": "A noted bard created these flawless instruments to be exemplary examples of their kind. In addition to creating music of rare quality, they are able to cast spells as they are played as well as offering additional unique benefits.\n\nWhile attuned to one of these instruments, you gain an additional benefit and can use an action to cast one of the spells an instrument knows by playing it. Once you have done so, the instrument can not be used to cast that spell again until the next dawn.\n\nIf you are not a bard, when attempting to play one of these instruments you make a DC 14 Charisma _saving throw_ or take 3d6 psychic damage.\n\nWhen using one of these instruments to make a Performance check you gain an expertise die (1d8).\n\n__**Table: Spellcasting Symphony**__\n| **Instrument** | **Cost** | **Rarity** | **Spells** | **Other Benefits** |\n| -------------------- | --------- | ---------- | ------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------- |\n| _Harp of Harmony_ | 500 gp | Uncommon | __calm emotions , charm person , charm monster_ | Bonus action to gain _advantage_ on a Persuasion check once each dawn. |\n| _Defending Drum_ | 1,500 gp | Rare | __alter self , feather fall , misty step_ | +2 to AC. |\n| _Triangle of Terror_ | 4,500 gp | Rare | __fear , phantasmal killer_ | _Advantage_ on Intimidation checks. |\n| _Flute of the Wind_ | 10,000 gp | Very Rare | __fly , sleet storm , stone shape , wind wall_ | Bonus action to gain _advantage_ on a Survival check once each dawn. |\n| _Lute of Legends_ | 95,000 gp | Legendary | __conjure celestial , contact other plane , delayed blast fireball , greater invisibility_ | Single casting of __wish ._ |", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spellguard-shield", "name": "Spellguard Shield", "type": "Armor (shield)", "desc": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "spellguard-shield-a5e", "name": "Spellguard Shield", "type": "Armor", "desc": "While this heavy metal shield is equipped you have _advantage_ on _saving throws_ made against spells and magical effects, and spell attacks against you have _disadvantage_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sphere-of-annihilation", "name": "Sphere of Annihilation", "type": "Wondrous item", "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\n\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\n\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\n\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\n\n| d100 | Result |\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\n| 01-50 | The sphere is destroyed. |\n| 51-85 | The sphere moves through the portal or into the extradimensional space. |\n| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |", "rarity": "legendary", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "sphere-of-annihilation-a5e", "name": "Sphere of Annihilation", "type": "Wondrous Item", "desc": "This floating sphere of darkness is a 2-foot-diameter hole in reality that eliminates all matter that it comes into contact with. Only artifacts can survive contact with the sphere, though some artifacts have a specific weakness to its properties.\n\nAnything that the sphere touches or that touches it that is not instantly obliterated takes 4d10 force damage. The default state of the sphere is stationary, but should a creature be in the way of a moving sphere it makes a DC 13 Dexterity _saving throw_ or takes 4d10 force damage.\n\nWhile within 60 feet of an uncontrolled _sphere of annihilation_, you can use an action to make a DC 25 Intelligence (Arcana) check and take control of it. On a success, the sphere moves in the direction of your choice a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you instead. \n\nIf a sphere is controlled by another creature, you may wrest away control by using an action and making an Intelligence (Arcana) check opposed by the controlling creature. On a success, you take control of the sphere and can utilize it as normal. \n\nA unique effect happens when a sphere comes into contact with a planar portal or extradimensional space (such as a _portable hole_ ). In the case of such an event, the Narrator rolls d100 to determine what happens next: on 1–50 the sphere is destroyed, on 51–85 the sphere simply moves through the portal or into the space, and on 86–100 a rift forms that pulls in all creatures and objects within 180 feet. Each object and creature, including the sphere, reappears in a random plane of existence. ", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spice-box-of-zest", "name": "Spice Box of Zest", "type": "Wondrous item", "desc": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spice-box-spoon", "name": "Spice Box Spoon", "type": "Wondrous item", "desc": "This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spider-grenade", "name": "Spider Grenade", "type": "Wondrous item", "desc": "Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spider-staff", "name": "Spider Staff", "type": "Staff", "desc": "Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff then vanishes. Spells. While holding the 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: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spinal-whip-a5e", "name": "Spinal Whip", "type": "Weapon", "desc": "This magic whip deals 1d6 bludgeoning damage, and when you hit a living creature with an attack using it, the target takes an extra 1d8 necrotic damage.\n\nWhen you attack a living creature with this weapon and roll a 20 on the attack roll, it rattles with the death throes of the damned. Each creature of your choice in a 50-foot radius extending from you must succeed on a DC 18 Wisdom _saving throw_ or become _frightened_ of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 50 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spindle-of-spinning-a5e", "name": "Spindle of Spinning", "type": "Wondrous Item", "desc": "You can use an action to stab with this spindle, treating it as an improvised weapon and making a melee weapon attack roll against a creature within reach. On a hit, you deal 1 magical piercing damage and the creature makes a DC 15 Strength _saving throw_ or it falls into a magical slumber (as the __sleep_ spell) for 2d4 hours. A sleeping creature awakens when it takes damage or a loud noise occurs within 50 feet of it.\n\nThis enchanted slumber is infectious through touch. When a creature uses an action to try and shake or slap a sleeper awake, it makes a DC 15 Strength _saving throw_ or it falls asleep for 1d4 hours.\n\nThe needle breaks when you roll a 1 on a weapon attack roll using it, dispersing its sleep magic in a 30-foot radius. Each creature in the area makes a DC 15 Strength _saving throw_ or it falls asleep.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spirit-lantern-a5e", "name": "Spirit Lantern", "type": "Wondrous Item", "desc": "When you use a bonus action to speak its command word, this lantern creates a magical bluish flame that emits _bright light_ in a 20-foot radius and dim light for an additional 20 feet. This light outlines any ethereal creatures within 40 feet and any _invisible_ creatures within 10 feet. ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spirit-trapping-camera-a5e", "name": "Spirit-Trapping Camera", "type": "Wondrous Item", "desc": "Not to be mistaken for a simple spectral camera, this plain-looking but obviously finely-made piece gives off a subtle but reassuring feeling of peace. As an action, you can use one charge to focus the camera’s lens on a single creature within 30 feet and take its picture. If the targeted creature is an undead or a fiend, it must make a DC 17 Charisma _saving throw_ or be instantly captured in a glass photographic plate. If the target is not an undead or fiendish creature the charge is wasted. Any other creatures shown in the photograph are unaffected, even if they are undead or fiends. The spirit-trapping camera can produce as many plates as it has charges, though each must be removed as a bonus action before you can use another charge.\n\nA trapped creature can be released by breaking the plate or it can be sent to its final judgment (in the case of an undead creature) or back to its native plane (in the case of a fiend) by immersing the plate in holy water for 1 hour, at which point it disappears. Creatures banished in this way cannot return to the plane they were sent away from for a year and a day by any means short of divine intervention. If neither of these actions are performed within 24 hours of the photograph being taken, the creature is banished as above, though it has no limitations on returning.\n\nThe spirit-trapping camera has 3 charges and regains 1 each dawn. When the last charge is expended, roll a d20\\. On a 1, it becomes a mundane photochemical camera.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "splinter-staff", "name": "Splinter Staff", "type": "Staff", "desc": "This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target's body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spyglass-of-summoning", "name": "Spyglass of Summoning", "type": "Wondrous item", "desc": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-binding", "name": "Staff of Binding", "type": "Staff", "desc": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. While holding the 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: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-camazotz", "name": "Staff of Camazotz", "type": "Staff", "desc": "This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. While holding the 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: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges).", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-channeling", "name": "Staff of Channeling", "type": "Staff", "desc": "This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell's level by 1, expending 3 charges increases the spell's level by 2, and expending 5 charges increases the spell's level by 3. When you increase a spell's level using the staff, the spell casts as if you used a spell slot of a higher level, but you don't expend that higher-level spell slot. You can't use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile, expending a 2nd-level spell slot, you can expend 3 of the staff 's charges to cast the spell as a 4th-level spell, but you can't expend 5 of the staff 's charges to cast the spell as a 5th-level spell since you can't cast 5th-level spells.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-charming", "name": "Staff of Charming", "type": "Staff", "desc": "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 magic quarterstaff.\n\nIf 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 property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "rarity": "rare", "requires_attunement": "requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-charming-a5e", "name": "Staff of Charming", "type": "Staff", "desc": "While holding this magical quarterstaff you can use an action and expend charges to cast one of the following spells, using your spell save DC: _charm person_ (1 charge), _command_ (1 charge), _comprehend languages_ (1 charge).\n\nOnce per dawn, when you are holding the staff and fail a _saving throw_ against an enchantment spell, you can instead choose to succeed. When you succeed on a saving throw against an enchantment spell (with or without the staff’s intervention) you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster (targeting only them), as if you had cast the spell.\n\nThe staff has 10 charges and regains 1d8+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-desolation", "name": "Staff of Desolation", "type": "Staff", "desc": "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 an object or structure with a melee attack using the staff, you deal double damage (triple damage on a critical hit). 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: thunderwave (1 charge), shatter (2 charges), circle of death (6 charges), disintegrate (6 charges), or earthquake (8 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 crumbles to dust and is destroyed.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-dissolution", "name": "Staff of Dissolution", "type": "Staff", "desc": "A gray crystal floats in the crook of this twisted staff. The crystal breaks into fragments as it slowly revolves, and those fragments break into smaller pieces then into clouds of dust. In spite of this, the crystal never seems to reduce in size. You have resistance to necrotic 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: blight (4 charges), disintegrate (6 charges), or shatter (2 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 crumbles to dust.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-fate", "name": "Staff of Fate", "type": "Staff", "desc": "One half of this staff is crafted of white ash and capped in gold, while the other is ebony and capped in silver. The staff has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff splits into two halves with a resounding crack and becomes nonmagical. Fortune. While holding the staff, you can use an action to expend 1 of its charges and touch a creature with the gold end of the staff, giving it good fortune. The target can choose to use its good fortune and have advantage on one ability check, attack roll, or saving throw. This effect ends after the target has used the good fortune three times or when 24 hours have passed. Misfortune. While holding the staff, you can use an action to touch a creature with the silver end of the staff. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on one of the following (your choice): ability checks, attack rolls, or saving throws. If the target fails the saving throw, the staff regains 1 expended charge. This effect lasts until removed by the remove curse spell or until you use an action to expend 1 of its charges and touch the creature with the gold end of the staff. Spells. While holding the 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: augury (2 charges), bane (1 charge), bless (1 charge), remove curse (3 charges), or divination (4 charges). You can also use an action to cast the guidance spell from the staff without using any charges.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-feathers", "name": "Staff of Feathers", "type": "Staff", "desc": "Several eagle feathers line the top of this long, thin staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes into a mass of eagle feathers and is destroyed. Feather Travel. When you are targeted by a ranged attack while holding the staff, you can use a reaction to teleport up to 10 feet to an unoccupied space that you can see. When you do, you briefly transform into a mass of feathers, and the attack misses. Once used, this property can’t be used again until the next dawn. Spells. While holding the 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: conjure animals (2 giant eagles only, 3 charges), fly (3 charges), or gust of wind (2 charges).", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-fire", "name": "Staff of Fire", "type": "Staff", "desc": "You have resistance to fire damage while you hold this staff.\n\nThe 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).\n\nThe 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.", "rarity": "very rare", "requires_attunement": "requires attunement by a druid, sorcerer, warlock, or wizard", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-fire-a5e", "name": "Staff of Fire", "type": "Staff", "desc": "While holding this staff you gain _resistance_ to fire damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __fireball_ (3 charges), _wall of fire_ (4 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff crumbles to ash and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-frost", "name": "Staff of Frost", "type": "Staff", "desc": "You have resistance to cold damage while you hold this staff.\n\nThe 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: _cone of cold_ (5 charges), _fog cloud_ (1 charge), _ice storm_ (4 charges), or _wall of ice_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.", "rarity": "very rare", "requires_attunement": "requires attunement by a druid, sorcerer, warlock, or wizard", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-frost-a5e", "name": "Staff of Frost", "type": "Staff", "desc": "While holding this staff you gain _resistance_ to cold damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __fog cloud_ (1 charge), _ice storm_ (4 charges), _wall of ice_ (4 charges), __cone of cold_ (5 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff melts into water and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-giantkin", "name": "Staff of Giantkin", "type": "Staff", "desc": "This stout, oaken staff is 7 feet long, bound in iron, and topped with a carving of a broad, thick-fingered hand. While holding this magic quarterstaff, your Strength score is 20. This has no effect on you if your Strength is already 20 or higher. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hand slowly clenches into a fist, and the staff becomes a nonmagical quarterstaff.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-gravity-bending-a5e", "name": "Staff of Gravity Bending", "type": "Staff", "desc": "You gain a +2 bonus to _attack and damage rolls_ with this magic quarterstaff. In addition, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, you can use an action to sense the direction of magnetic north (nothing happens if the staff is used in a location that has no magnetic north.) Alternatively, you can use an action to expend charges to cast one of the following spells (spell save DC 15): __feather fall_ (1 charge), __jump_ (1 charge), _levitate_ (2 charges), __telekinesis_ (5 charges), _reverse gravity_ (7 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-healing", "name": "Staff of Healing", "type": "Staff", "desc": "This 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 and spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th), _lesser restoration_ (2 charges), or _mass cure wounds_ (5 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.", "rarity": "rare", "requires_attunement": "requires attunement by a bard, cleric, or druid", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-healing-a5e", "name": "Staff of Healing", "type": "Staff", "desc": "While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th-level), _lesser restoration_ (2 charges), __mass cure wounds_ (5 charges).\n\nThe staff has 10 charges, regaining 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff disappears with a flash of light and is lost forever.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-ice-and-fire", "name": "Staff of Ice and Fire", "type": "Staff", "desc": "Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. 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 and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (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 and its gems crumble into ash and snow and are destroyed.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-master-lu-po", "name": "Staff of Master Lu Po", "type": "Staff", "desc": "This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-midnight", "name": "Staff of Midnight", "type": "Staff", "desc": "Fashioned from a single branch of polished ebony, this sturdy staff is topped by a lustrous jet. While holding it and in dim light or darkness, you gain a +1 bonus to AC and saving throws. This staff has 10 charges. While holding the 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 spellcasting ability: circle of death (6 charges), darkness (2 charges), or vampiric touch (3 charges). You can also use an action to cast the chill touch cantrip from the staff without using any charges. The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dark powder and is destroyed.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-minor-curses", "name": "Staff of Minor Curses", "type": "Staff", "desc": "This twisted, wooden staff has 10 charges. While holding it, you can use an action to inflict a minor curse on a creature you can see within 30 feet of you. The target must succeed on a DC 10 Constitution saving throw or be affected by the chosen curse. A minor curse causes a non-debilitating effect or change in the creature, such as an outbreak of boils on one section of the target's skin, intermittent hiccupping, transforming the target's ears into small, donkey-like ears, or similar effects. The curse never interrupts spellcasting and never causes disadvantage on ability checks, attack rolls, or saving throws. The curse lasts for 24 hours or until removed by the remove curse spell or similar magic. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a cloud of noxious gas, and you are targeted with a minor curse of the GM's choice.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-parzelon", "name": "Staff of Parzelon", "type": "Staff", "desc": "This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite—a likeness of the Arch-Devil Parzelon (see Creature Codex). The 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 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the 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 spellcasting ability: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), or suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect evil and good, detect magic, identify, or message. Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than one sentence—and very specific to the framed question. The corpse doesn’t need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can’t be used to extract knowledge from that same corpse again until 3 days have passed.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-portals", "name": "Staff of Portals", "type": "Staff", "desc": "This iron-shod wooden staff is heavily worn, and it can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. While holding the 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: arcane lock (2 charges), dimension door (4 charges), knock (2 charges), or passwall (5 charges).", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-power", "name": "Staff of Power", "type": "Staff", "desc": "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.\n\nThe 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.\n\n**_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.\n\n**_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).\n\n**_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.\n\nYou 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.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", "rarity": "very rare", "requires_attunement": "requires attunement by a sorcerer, warlock, or wizard", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-power-a5e", "name": "Staff of Power", "type": "Staff", "desc": "You have a +2 bonus to attack and damage rolls made with this magic quarterstaff. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Additionally, while holding it you gain a +2 bonus to AC, saving throws, and spell attack rolls.\n\n**_Spells._** While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: _magic missile_ (1 charge), __ray of enfeeblement_ (1 charge), __levitate_ (2 charges), __hold monster_ (5 charges), __lightning bolt_ (5th-level version, 5 charges), __wall of force_ (5 charges), __cone of cold_ (5 charges), __fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges).\n\nThe staff has 20 charges and regains 2d8+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d8+2 charges. On a 1, the staff loses its magical properties, apart from its +2 bonus to attack and damage rolls.\n\n_**Retributive Strike**._ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the Retributive Strike table. On a successful save, a creature takes half as much damage.\n\n__**Table: Retributive Strike**__\n| **Distance from Origin** | **Damage** |\n| ------------------------ | ------------------------ |\n| 10 feet away or closer | 8 × charges in the staff |\n| 11 to 20 feet away | 6 × charges in the staff |\n| 21 to 30 feet away | 4 x charges in the staff |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-scrying", "name": "Staff of Scrying", "type": "Staff", "desc": "This is a graceful, highly polished wooden staff crafted from willow. A crystal ball tops the staff, and smooth gold bands twist around its shaft. This 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: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), or true seeing (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball, and the staff vanishes.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-spores", "name": "Staff of Spores", "type": "Staff", "desc": "Mold and mushrooms coat this gnarled wooden staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff rots into tiny clumps of slimy, organic matter and is destroyed. Mushroom Disguise. While holding the staff, you can use an action to expend 2 charges to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a mushroom for up to 1 hour. You can appear to be a mushroom of any color or shape as long as it is no more than one size larger or smaller than you. This illusion ends early if you move or speak. The changes wrought by this effect fail to hold up to physical inspection. For example, if you appear to have a spongy cap in place of your head, someone touching the cap would feel your face or hair instead. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised. Speak with Plants. While holding the staff, you can use an action to expend 1 of its charges to cast the speak with plants spell from it. Spore Cloud. While holding the staff, you can use an action to expend 3 charges to release a cloud of spores in a 20-foot radius from you. The spores remain for 1 minute, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. When a creature, other than you, enters the cloud of spores for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned until the start of its next turn. A wind of at least 10 miles per hour disperses the spores and ends the effect.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-squalor-a5e", "name": "Staff of Squalor", "type": "Staff", "desc": "Strands of white mycelium cover the head of this gnarled wooden staff. When tapped on the ground, the staff sheds a thin coating of dirt. While attuned to the staff, you suffer no harmful effects from _diseases_ but can still carry diseases and spread them to others. When you hit a creature with this staff, you can force the target to make a DC 12 Constitution _saving throw_ . On a failure, it contracts one disease of your choice that you’re currently carrying.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-striking", "name": "Staff of Striking", "type": "Staff", "desc": "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-striking-a5e", "name": "Staff of Striking", "type": "Staff", "desc": "You have a +3 bonus to _attack and damage rolls_ made with this magic quarterstaff.\n\nWhen you hit with a melee attack using this staff, you can expend up to 3 of its charges, dealing an extra 1d6 force damage per expended charge.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-swarming-insects", "name": "Staff of Swarming Insects", "type": "Staff", "desc": "This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_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: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.", "rarity": "very rare", "requires_attunement": "requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-swarming-insects-a5e", "name": "Staff of Swarming Insects", "type": "Staff", "desc": "While holding this staff, you can use an action to expend charges to conjure an insect cloud, or cast one of the following spells, using your spell save DC: _giant insect_ (4 charges), __insect plague_ (5 charges)\n\n_**Insect Cloud**_ (1 Charge). A swarm of harmless flying insects spreads out in a 30-foot radius from you, _heavily obscuring_ the area for creatures other than you. It moves when you do, with you at its center. The radius of the swarm decreases by 10 feet each time you are included within an area of effect that deals damage. The insects remain for 10 minutes, until the swarm’s radius is less than 10 feet, or it is dispersed by strong wind.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff is destroyed as it transforms into a swarm of insects which immediately disperse.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-the-armada", "name": "Staff of the Armada", "type": "Staff", "desc": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. While holding the 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 spellcasting ability: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-the-artisan", "name": "Staff of the Artisan", "type": "Staff", "desc": "This simple, wooden staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Create Object. You can use an action to expend 2 charges to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 feet of you. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object you have seen. You can’t create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. The object sheds dim light in a 5-foot radius. The object disappears after 1 hour, when you use this property again, or if the object takes or deals any damage. Spells. While holding the 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: animate objects (5 charges), fabricate (4 charges) or floating disk (1 charge). You can also use an action to cast the mending spell from the staff without using any charges.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "