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Staff of Power

D&D 5e · 2014·Staves·Very Rare·Requires attunement

Staff of Power

Staff, Very-rare · requires attunement


Type
Staves
Weight
Not specified
Attunement
Required
Attunement prerequisite
by a sorcerer, warlock, or wizard
Rarity
Very Rare
Price
Not specified

Magic. While holding: use the spell/property-specific actions and charge costs below. 20 charges; recover 2d8 + 4 at dawn. On 1, retains only +2 weapon attack/damage; on 20, regains 1d8 + 2 charges.

What Staff of Power does

  • This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
Staff of PowerStaff, Very-rare · requires attunement
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 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 deal an extra 1d6 force damage to the target. 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). 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. You 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. Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff
Full item details & properties

Magic properties

Activation
While holding: use the spell/property-specific actions and charge costs below. 20 charges; recover 2d8 + 4 at dawn. On 1, retains only +2 weapon attack/damage; on 20, regains 1d8 + 2 charges.
Consumable
No
2014 rules
While holding: use the spell/property-specific actions and charge costs below. 20 charges; recover 2d8 + 4 at dawn. On 1, retains only +2 weapon attack/damage; on 20, regains 1d8 + 2 charges.

Charges & recharge

Maximum charges
20
Recharge
2d8 + 4 expended charges, daily at dawn
Last charge
After spending last charge, roll d20. On 1, retains only +2 weapon attack/damage; on 20, regains 1d8 + 2 charges.

Spells & spell effects

Cone of Cold
Level 5 · 5 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Fireball
Level 5 · 5 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Globe of Invulnerability
Level 6 · 6 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Hold Monster
Level 5 · 5 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Levitate
Level 2 · 2 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Lightning Bolt
Level 5 · 5 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Magic Missile
Level 1 · 1 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Ray of Enfeeblement
Level 2 · 1 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.
Wall of Force
Level 5 · 5 charge(s) · Effect: Action while holding; use your spell save DC and other statistics as specified in the full rules.

Tags & related references

Related Spell: Cone Of ColdRelated Spell: FireballRelated Spell: Globe Of InvulnerabilityRelated Spell: Hold MonsterRelated Spell: LevitateRelated Spell: Lightning BoltRelated Spell: Magic MissileRelated Spell: Ray Of EnfeeblementRelated Spell: Wall Of ForceVery Rare →Charged ItemMagicalRequires AttunementSpellcasting ItemStaffStaff →

Staff of Power FAQ

Does Staff of Power 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 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. JustRoll independently checked 2014 item text, tables, properties, prices and weights against official SRD 5.1; converted currency to GP and structured mechanics and edition-specific tags. Identity links to 2024 do not transfer rules. Original API snapshots remain unchanged.

Creative Commons Attribution 4.0