Type
Heavy Armor
Magic
Yes
Details
rare (requires attunement)
Weight
60
Description
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
Armor Class
17
Strength
15
Stealth
1
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2565 of 2565 entries · Showing 2201–2250
Heavy Armor
Yes
rare (requires attunement)
60
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
17
15
1
Heavy Armor
Yes
common
60
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136
17
15
1
Heavy Armor
Yes
rare (requires attunement)
60
You have resistance to lightning damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
17
15
1
Heavy Armor
Yes
rare (requires attunement)
60
You have resistance to necrotic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
17
15
1
Heavy Armor
Yes
rare (requires attunement)
60
You have resistance to poison damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
17
15
1
Heavy Armor
Yes
rare (requires attunement)
60
You have resistance to psychic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
17
15
1
Heavy Armor
Yes
rare (requires attunement)
60
You have resistance to radiant damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
17
15
1
Heavy Armor
Yes
very rare (requires attunement)
60
Set in the center of this armor's chest is a citrine engraved with the shield rune.
While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.
Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.
Source: Bigby Presents: Glory of the Giants p. 111
17
15
1
Heavy Armor
Yes
60
uncommon (requires attunement)
While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn.
Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Source: The Book of Many Things p. 65
17
15
1
Heavy Armor
Yes
rare (requires attunement)
60
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152
17
15
1
Heavy Armor
Yes
60
uncommon (requires attunement)
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Source: The Book of Many Things p. 65
17
15
1
Adventuring Gear
120
Barding is armor designed to protect an animal's head, neck, chest, and body.
Splint barding provides a mount with an AC of 17, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage.
Source: Player's Handbook p. 157
800
Adventuring Gear
A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.
Source: Player's Handbook p. 151
1
Adventuring Gear
1
Objects viewed through a spyglass are magnified to twice their size.
Source: Player's Handbook p. 153
1000
Wondrous Item
Yes
common
At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.
Source: Acquisitions Incorporated p. 19
Adventuring Gear
Vehicle
Among the oldest types of spelljamming vessels, squid ships are popular with privateers and are often used as patrol ships. Standard weapons on a squid ship include a forward-mounted mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship's keel length.
Squid ships can float and sail on water, and they can land on the ground.
Size: Large Vehicle (250 ft. by 25 ft.)
Armor Class: 15
Hit Points: 300
Damage Threshold: 15
Speed: flying speed 30 ft. (3 1/2 mph)
Cost: 25000 gp
Keel/Beam: 250 ft. / 25 ft.
Crew: 13
Cargo: 20 tons
2 Ballista (3 Crew Each)
Armor Class 15
Hit Points 50 each
Cost 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Mangonel
Armor Class 15
Hit Points 100
Cost 100 gp (mangonel), -- gp (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Piercing Ram
Hit Points --
Cost -- gp (included in ship cost)
The ship's spelljammer can make the following attack when the ship runs into another object or into a Gargantuan creature (see "Crashing" in chapter 2 of Astral Adventurer's Guide).
Piercing Ram. Melee Weapon Attack: +8 to hit, range 0 ft., one object or Gargantuan creature. Hit: 88 (16d10) piercing damage. The squid ship takes half as much damage and comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn't in the squid ship's path, and the squid ship can continue moving if it has any movement left.
Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 48
Adventuring Gear
4
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.
Source: Player's Handbook p. 151
5
Staff
Yes
common
4
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Source: Xanathar's Guide to Everything p. 139
Staff
Yes
common
4
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Source: Xanathar's Guide to Everything p. 139
1d6+4
Staff
Yes
rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
4
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.
If 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.
The 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.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 201
1d8+2
Staff
Yes
rare (requires attunement)
3
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Proficiency: simple, quarterstaff
Source: Lost Mines of Phandelver p. 53
ac +1
bonus
1d6+4
Melee Weapon
Yes
3
rare (requires attunement by a bard, sorcerer, warlock, or wizard)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Source: Phandelver and Below: The Shattered Obelisk p. 220
1d6
1d8
Bludgeoning
V
ac +1
bonus
Staff
Yes
very rare (requires attunement by a wizard)
4
V
1d6
1d8
Bludgeoning
This staff of polished gray wood bears numerous runes carved along its length. 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 turns into dust and is destroyed.
While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges).
New Possibility: If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 270
1d6+4
Staff
Yes
rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Source: Candlekeep Mysteries p. 183
melee attacks +3
bonus
melee damage +3
bonus
Staff
Yes
very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
4
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.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 201
1d6+4
Staff
Yes
common
4
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Source: Xanathar's Guide to Everything p. 139
Staff
Yes
very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
4
You have resistance to cold 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (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 turns to water and is destroyed.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 202
1d6+4
Staff
Yes
rare (requires attunement by a Bard, Cleric, or Druid)
4
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).
The 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.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 202
1d6+4
Staff
Yes
very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
4
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 roll but loses all other properties. On a 20, the staff regain 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 x 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 x the number of charges in the staff
11 to 20 ft. away — 6 x the number of charges in the staff
21 to 30 ft. away — 4 x the number of charges in the staff
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 202
ac +2
bonus
saving throws +2
bonus
spell attack +2
bonus
2d8+4
1d6
Melee Weapon
Yes
4
rare (requires attunement)
An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you're holding it, you can use an action to produce one of the following effects. Once the staff has produced an effect, it can't produce that effect again until the next dawn.
Orb of Lightning. You create a Small orb of lightning in an unoccupied space you can see within 60 feet of yourself. You concentrate on this orb as if concentration on a spell. As a bonus action, you can move the orb up to 20 feet in any direction.
When your concentration ends, or when a creature enters the orb's space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb's base damage is 6d6, and if at the end of your turn the orb hasn't detonated, its damage increases by 2d6, to a maximum of 10d6.
Staff to Snake. You throw the staff to an unoccupied space within 10 feet of you, and the staff becomes a giant poisonous snake. The snake is under your control and shares your initiative count, but it takes its turn immediately after yours.
On your turn, you can mentally command the snake if it is within 60 feet of you and you don't have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn.
Source: Quests from the Infinite Staircase p. 191
1d6
1d8
Bludgeoning
V
Staff
Yes
very rare (requires attunement)
4
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The 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.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 203
1d6
2d6
3d6
1d6+4
Staff
Yes
rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
4
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.
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).
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.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 203
1d6+4
Staff
Yes
uncommon (requires attunement by a Cleric, Druid, or Warlock)
4
You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.
The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 203
1d6
3d6
Staff
Yes
artifact (requires attunement by a sorcerer, warlock, or wizard)
4
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull's forehead is Acererak's rune, which is known on many worlds as a sign of death.
Beneficial Properties. While the staff is on your person, you gain the following benefits:
• Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled.
• You can't be blinded, charmed, deafened, frightened, petrified, or stunned.
• Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them.
• You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can't regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff's skull protects Acererak from this spirit's vengeance. Each time a creature other than Acererak expends any of the staff's charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM's control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff.
Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone's guess.
Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn't explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.
Proficiency: simple, quarterstaff
Source: Tomb of Annihilation p. 208
arcana+%0
skills
history+%0
skills
1d4+3
24d10
Staff
Yes
rare (requires attunement by a wizard)
4
V
1d6
1d8
Bludgeoning
This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.
Source: Explorer's Guide to Wildemount p. 270
spell attack +1
bonus
3d6
Staff
Yes
legendary (requires attunement by a Sorcerer, Warlock, or Wizard)
4
This 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 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges.
Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
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 and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
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 x 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 x the number of charges in the staff
11 to 20 ft. away — 6 x the number of charges in the staff
21 to 30 ft. away — 4 x the number of charges in the staff
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 203
spell attack +2
bonus
4d6+2
Staff
Yes
uncommon (requires attunement by a Cleric, Druid, or Warlock)
4
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 204
Melee Weapon
Yes
rare (requires attunement)
4
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff's rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can't be invoked again until the next dawn.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Proficiency: simple, quarterstaff
Source: Bigby Presents: Glory of the Giants p. 116
1d6
1d8
Bludgeoning
V
melee attacks +1
bonus
melee damage +1
bonus
Staff
Yes
rare (requires attunement by a Druid)
4
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 have a +2 bonus to spell attack rolls.
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 loses its properties and becomes a nonmagical quarterstaff.
Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 204
spell attack +2
bonus
1d6+4
Staff
Yes
very rare (requires attunement)
4
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 204
2d6
9d6
Staff
Yes
rare (requires attunement by a Cleric, Druid, or Warlock)
4
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Proficiency: simple, quarterstaff
Source: Dungeon Master's Guide p. 205
1d3
2d10
Adventuring Gear
Vehicle
Star moths are ships constructed and flown by astral elves, who don't like it when these ships end up in the hands of others.
A star moth's hull is fashioned from a grown and sculpted organic substance, and its enormous, decorative wings are made of shimmering crystal. The vessel is built for space travel, but its design does enable it to float on water or land safely on the ground. Standard weaponry includes two ballistae nestled in the star moth's eye holes and a mangonel mounted above the bridge.
Size: Large Vehicle (200 ft. by 20 ft.)
Armor Class: 13 (ceramic)
Hit Points: 400
Damage Threshold: 15
Speed: flying speed 50 ft. (5 1/2 mph)
Cost: 40000 gp
Keel/Beam: 200 ft. / 20 ft.
Crew: 13
Cargo: 30 tons
2 Ballista (3 Crew Each)
Armor Class 15
Hit Points 50 each
Cost 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Mangonel
Armor Class 15
Hit Points 100
Cost 100 gp (mangonel), -- gp (stone)
It takes 2 actions to load the mangonel, 2 actions to aim it, and 1 action to fire it.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 50
Melee Weapon
Yes
legendary (requires attunement)
3
The thick, grooved blade of this shining silver longsword is lined with etched runes that sparkle blue in the light. Star Razor—known also as Dwueth'var—was thought to have been destroyed or lost after the Calamity, but new rumors suggest that it might be wielded by a half-orc somewhere in Wildemount.
Dormant
While Star Razor is in a dormant state, you can hold this magic longsword and use a bonus action to speak the command word Galasvar, causing the sword to emit a pale blue glow that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This glow lasts until you use a bonus action to speak the command word again, or until you drop or sheathe the sword.
• While this longsword is glowing, you gain a +1 bonus to attack and damage rolls made with the weapon, and you have resistance to radiant damage.
• You can cast the faerie fire spell from the weapon as an action, requiring no components (save DC 13). Once a spell has been cast using Star Razor, that spell can't be cast from the sword until the next dawn.
Awakened
When Star Razor reaches an awakened state, you gain the following benefits:
• The weapon's bonus to attack and damage rolls increases to +2.
• When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to create a burst of radiance from the sword, dealing 1d8 radiant damage to the attacker.
• You can cast the see invisibility spell from the sword as an action, and the save DC for spells cast using the sword increases to 15.
Exalted
When Star Razor reaches an exalted state, you gain the following benefits:
• The weapon's bonus to attack and damage rolls increases to +3.
• The burst of radiance you can create as a reaction when hit with a melee attack deals 1d12 radiant damage, and you can immediately teleport to an unoccupied space you can see within 15 feet of you as part of the same reaction.
• You can cast the fly spell from the sword as an action, and the save DC for spells cast using the sword increases to 17.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, longsword
Source: Tal'Dorei Campaign Setting: Reborn p. 210
1d8
1d10
Slashing
M,V
Treasure
50
translucent rosy stone with white star-shaped center
Source: Dungeon Master's Guide p. 134
Treasure
1000
translucent ruby with white star-shaped center
Source: Dungeon Master's Guide p. 134
Treasure
1000
translucent blue sapphire with white star-shaped center
Source: Dungeon Master's Guide p. 134
Wondrous Item
Yes
common (requires attunement)
A starburst crystal allows you to amplify the power of an offensive cantrip. Using the crystal requires a bonus action. If you immediately follow this by casting a cantrip that requires a ranged attack roll and targets a single individual — such as fire bolt or eldritch blast — the spell creates a burst of energy that fills a five foot area. You don’t need to make an attack roll for the spell. Instead, your target makes a Dexterity saving throw. They suffer the full damage of the spell on a failed save, or half that damage if the save is successful.
Once you’ve used this power, you cannot use it again until you take a short rest.
Source: Wayfinder's Guide to Eberron Chapter 5
Ranged Weapon
Yes
3
rare (requires attunement)
This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.
Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:
Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus.
Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage.
Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.
Source: The Book of Many Things p. 38
1d6
Piercing
M, A, L, LD
30/120
Ranged Weapon
Yes
18
rare (requires attunement)
This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.
Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:
Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus.
Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage.
Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.
Source: The Book of Many Things p. 38
1d10
Piercing
M, A, H, LD, 2H
100/400
Ranged Weapon
Yes
5
rare (requires attunement)
This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.
Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:
Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus.
Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage.
Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.
Source: The Book of Many Things p. 38
1d8
Piercing
A, LD, 2H
80/320