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Staff of Charming

D&D 5e · 2024·Staves·Rare·Requires attunement

Weapon damage
1d6 bludgeoning

Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.

Damage calculator

Hit chance

55%

Expected damage / attack

3.75

Attack bonus

+5

Average normal hit: 6.5 · Average critical hit: 10 · Critical chance: 5%.

Category
Simple weapon
Damage type
Bludgeoning
Reach
5 ft.
Magic attack bonus
+0
Weight
Not specified
Attunement
Required
Rarity
Rare
Price
Not specified

Magic: While holding; normal spell casting times unless a property specifies an action.

Calculator assumptions & rules

One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.

Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.

Changing calculator inputs does not change the item’s rules or create a new page URL.

What Staff of Charming does

  • Strength can drive this simple weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
  • The base 1d6 weapon damage averages 3.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
  • Using two hands changes the weapon die from 1d6 to 1d8. Compare that damage gain with keeping a hand available for a shield or another task.
  • This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an 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 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. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Full item details & properties

Magic properties

Activation
While holding; normal spell casting times unless a property specifies an action.
Consumable
No
Spellcasting
Uses your spell save DC where applicable; Healing uses your spellcasting ability modifier. Normal Concentration applies unless a rule states otherwise.
Last charge
On last charge, d20 = 1 destroys staff.
Enchantment defense
Only Enchantment targeting you alone: successful save allows Reaction + 1 charge to reflect; a failed save may become success once until dawn.
Weapon damage
Default Quarterstaff: 1d6 bludgeoning; two hands 1d8, before ability modifier; enhancement included once.
Arcane Focus
Can be used as an Arcane Focus under the general item-category rules.

Charges & recharge

Maximum charges
10
Recharge
1d8 + 2 expended charges, daily at dawn

Spells & spell effects

Charm Person
Level 1 · 1 charge(s)
Command
Level 1 · 1 charge(s)
Comprehend Languages
Level 1 · 1 charge(s)

Weapon details

Damage
1d6 bludgeoning
Weapon class
Simple Melee
Two-handed damage
1d8

Properties

Versatile(1d8)

A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Weapon mastery

Topple

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

You need a feature, such as Weapon Mastery, that unlocks this property for you.

Tags & related references

Related Spell: Charm PersonRelated Spell: CommandRelated Spell: Comprehend LanguagesRare →Arcane FocusMagic StaffMagicalRequires AttunementSpellcastingStaff →

Compare alternatives

Same edition, using your calculator inputs above. Special properties and character features can change the choice.

Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.

Staff of Charming FAQ

Does Staff of Charming require attunement?

Yes. You need to attune to this item to use the properties that require attunement.

Is the listed price a guaranteed purchase price?

The source does not specify a price for this entry. Ask your GM about availability and cost.

Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Equipment tables transcribed and visually checked by JustRoll; prices converted to GP; mechanics and tags structured for the catalogue; item summaries paraphrased by JustRoll. The original Open5e import snapshots are retained unchanged.

Creative Commons Attribution 4.0