Staff of Charming
D&D 5e · 2024·Staves·Rare·Requires attunement
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
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Staff of Swarming Insects3.75 expected damage / attack55% hit chance1d6 bludgeoning · +0 magic attack · 5 ft. reachNot specified · Not specifiedSame base weapon; compare its bonuses and rarity
Staff of Withering3.75 expected damage / attack55% hit chance1d6 bludgeoning · +0 magic attack · 5 ft. reachNot specified · Not specifiedSame base weapon; compare its bonuses and rarity
Staff of Fire3.75 expected damage / attack55% hit chance1d6 bludgeoning · +0 magic attack · 5 ft. reachNot specified · Not specifiedSame base weapon; compare its bonuses and rarity
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.