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Arcanist’s Stylus

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by a wizard
You can use this wand as a ritual focus to copy a new spell into your spell book.
When you use this ability you spend time and gold as if you were copying a spell
from your existing spellbook into a new one. Copying one of your own spells into
a new spellbook takes only 30 minutes and 5 gold per spell level.
Astrologian’s Scepter

Rod/Staff/Wand , Uncommon Attunement: None


When using this rod as a spellcasting focus you double the range of divination
spells that you cast.
You can also use the astrologian’s scepter as navigator’s tools.
Bearded Rod

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by a divine spellcaster
You can use this rod as a spellcasting focus or as a weapon (mace). When using
it as a weapon you have a +1 bonus to attack rolls, and a successful attack deals
additional radiant damage equal to your spellcasting ability modifier.
Bone Scepter

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
When using this rod as a spellcasting focus you gain the following benefits:
*You add +2 to your spell save DC and your spell attack bonus;
*When you cast a damaging necromancy spell the size of your damage die
increases one step (d4 to d6, d6 to d8, d8 to d10, or d10 to d12.);
*The skeletal hand locks around your arm if anyone or anything tries to remove
the rod from your grip; any attempt to remove the bone scepter from your hand
has disadvantage, or you have advantage to save against it.
Crystal Wand

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by a spellcaster
When using this wand as a spellcasting focus you have a +2 bonus to your spell
attack bonus and your spell save DC.
When using this want to cast a spell that deals radiant damage you inflict 1d8
bonus damage with that spell.
If you use the crystal wand to cast a spell that deals necrotic damage roll 1d20.
On a result of 1 the crystal wand shatters and is completely destroyed.
Only usable by a spellcaster
The cumulonimbus rod holds 7 charges and regains 1d6+1 charges every day at
noon. You can expend one or more charges to perform any of the following as an
action on your turn:
*Cast witch bolt (1 charge);
*Cast gust of wind or warding wind (2 charges)
Daemonika’s Rod

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by an arcane spellcaster
This rod sheds dim light in a 10-foot radius. As a bonus action on your turn you
can either suppress this light or reignite it.
You can use Daemonika’s Rod to cast the chaos bolt spell a number of times
equal to your spellcasting ability modifier. You regain all spent uses after you
complete a long rest.
Darksteel Staff

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by a sorcerer, warlock, or wizard
You can use this staff as a spellcasting focus or as a weapon (quarterstaff); melee
attacks with this staff count as magical for the purpose of overcoming resistance
or immunity.
When using this staff as a spellcasting focus you add your spellcasting ability
modifier to the damage dealt by any spell that deals necrotic damage.
Diamond Wand

Rod/Staff/Wand , Rare Attunement: Required


You have a +2 bonus to your spell save DC and ranged spell attack bonus when
you use this wand as a spellcasting focus.
When you use the diamond wand as a spellcasting focus you can choose to have
any damage dealt by your spells to be both cold and radiant damage. The target is
not resistant or immune to the damage unless it is resistant/immune to both
damage types, and a target that is vulnerable to either damage type is vulnerable
to damage from any spells you cast this way.
During a short or long rest you can speak the verbal components of up to (half
your wizard level, round up) + (your Intelligence modifier) spells into this wand.
The wand will “remember” those words when you cast those spells later. This
allows you to cast those spells without speaking, even if you are silenced.
Elemental Stave (Staff of Flame)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals fire damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal fire damage plus bonus fire damage equal to your
spellcasting ability modifier.
Elemental Stave (Staff of Light)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals radiant damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal radiant damage plus bonus radiant damage equal to your
spellcasting ability modifier.
Elemental Stave (Staff of Shadows)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals necrotic damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal necrotic damage plus bonus necrotic damage equal to
your spellcasting ability modifier.
Elemental Stave (Staff of Stone)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals force damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal force damage plus bonus force damage equal to your
spellcasting ability modifier.
Elemental Stave (Staff of Storms)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals lightning damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal lightning damage plus bonus lightning damage equal to
your spellcasting ability modifier.
Elemental Stave (Staff of Thought)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals psychic damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal psychic damage plus bonus psychic damage equal to your
spellcasting ability modifier.
Elemental Stave (Staff of Waves)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals acid damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal acid damage plus bonus acid damage equal to your
spellcasting ability modifier.
Elemental Stave (Staff of Wind)

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a spellcaster
You gain the following benefits when using this staff as a spellcasting focus for a
spell that deals cold damage:
*You gain a +2 bonus to your ranged spell attack bonus;
*Hostile creatures save versus your spells with disadvantage.
In addition to these benefits you can use the elemental staff as a quarterstaff, and
your melee attacks deal cold damage plus bonus cold damage equal to your
spellcasting ability modifier.
Fork Wand

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by a sorcerer
When you use the fork wand as a spellcasting focus it can apply the Twinned
Spell metamagic to any qualifying spell that you cast through it. You can use this
feature a number of times equal to your Charisma modifier. You must complete a
short or long rest before you can use this feature again.
Frostrose Wand

Rod/Staff/Wand , Rare Attunement: None


Only usable by an arcane spellcaster
When you use this wand as a spellcasting focus for a ranged spell attack you deal
additional cold damage equal to your spellcasting ability modifier.
Hydra Staff

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by a druid
While you have this staff in hand you regain hit points equal to your Wisdom
modifier whenever you are below half of your hit point maximum.
While attuned to the ivory rod you gain the following benefits:
*While using the rod as a club you have a +1 bonus to attack and damage rolls;
*While using the rod as a spellcasting focus you have a +1 bonus to your spell
save DC and ranged spell attack bonus;
*You have advantage on Intelligence checks to remember information and on all
saving throws to resist having your memories altered.
Jeweled Wand

Rod/Staff/Wand , Uncommon Attunement: Required


You have a bonus of +1 to your spell save DC, spell attack bonus, and spell
damage rolls when using this wand as a spellcasting focus.
Using the jeweled wand as a spellcasting focus replaces up to 2,500 gp of the
value of a material component if that component is a (semi)precious stone.
Miser’s Wand

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by an arcane spellcaster
You have a +1 bonus to your spell attack bonus and spell save DC when you use
this wand as a spellcasting focus.
When used as a spellcasting focus this wand can replace a material component
that has a value of up to 1,000 gold pieces.
Mummy’s Rod

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by a cleric
While holding this rod you can use your Channel Divinity one additional time
between rests. You can only spend this additional use of Channel Divinity to use
Turn Undead. Any undead turned in this manner have disadvantage on the
Wisdom saving throw to resist.
When using the Mummy’s Rod as a spellcasting focus you have a bonus of +1 to
the spell attack bonus and spell save DC for cleric spells.
Nightstone Staff

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by a cleric or druid
You have a +1 bonus to your spell save DC, spell attack bonus, and spell damage
rolls when using this staff as a spellcasting focus. You can also claim the bonus
when wielding the nightstone staff as a quarterstaff, and the attack counts as
magical for the purpose of overcoming resisting or immunity.
While holding this staff you have darkvision to a range of 30 feet, or the range of
your existing darkvision increases by 30 feet.
Outworld Staff

Rod/Staff/Wand , Rare Attunement: Required


When you use this staff as a spellcasting focus you have a +2 bonus to your spell
attack bonus and your spell save DC. This increases to +3 if the target of a
single-target spell is not on its native plane of existence.
A creature that is not on its native plane of existence has disadvantage on saving
throws versus spells cast using this staff as a focus.
If used as a weapon the Outworld Staff is considered a +2 quarterstaff.
Paragon Wand

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a non-good arcane spellcaster
When using this wand as a spellcasting focus you gain a +2 bonus to your spell
save DC, your ranged spell attack bonus, damage rolls with ranged attack spells,
and saving throws versus spells.

Curse: you have disadvantage on saving throws to resist bribery or seduction for
as long as you are attuned to this wand.
Peacock Staff

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by an arcane spellcaster
When you use this staff as a spellcasting focus you gain a +2 bonus to your spell
save DC for enchantment spells.
You can also cast the mending cantrip at will on your clothes and equipment.
Quickdraw Wand

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by an arcane spellcaster
You gain the following benefits when using this wand as a spellcasting focus:
*You have a +1 bonus to your ranged spell attack bonus;
*You can ready this wand as part of the action of casting a ranged attack spell.
Ram Rod

Rod/Staff/Wand , Uncommon Attunement: None


The ram rod holds 10 charges, and it regains 1d8 + 2 charges every day at sunrise.
You can expend 1 charge to fire a bolt of force at a creature within 10 feet of you
that you can see. That creature must make a DC15 Strength saving throw. On a
failure the creature is pushed away from you 10 feet and is knocked prone. On a
success the creature only pushed back 5 feet and is not knocked prone. You
don’t have disadvantage if you use this attack on a target that is within 5 feet of
you.
Reaper’s Staff

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by a spellcaster who knows necromancy spells
You have a +2 bonus to your spell save DC and ranged spell attack bonus when
using this staff as a spellcasting focus.
You can wield the reaper’s staff as a quarterstaff with a +2 bonus to attack rolls.
As a bonus action on your turn you can activate a bloodfire blade on the staff to
change its damage to 1d6 + (your spellcasting ability modifier) necrotic damage.
The blade remains active for up to 5 minutes or until you use a bonus action to
deactivate it. You can use this ability a number of times between long rests equal
to your spellcasting ability modifier.
Rod of Stars

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by a warlock
You have a +2 bonus to your spell save DC and spell attack bonus when you use
the rod of stars as a spellcasting focus.
While attuned to this rod you know the armor of Agathys spell. When you use
the rod of stars as a spellcasting focus you cast armor of Agathys as if you used a
spell slot one level higher than the actual spell slot used (maximum 9th).
Rod of the Defender

Rod/Staff/Wand , Rare Attunement: Required


While wielding this rod you gain the following benefits:
*You have a +1 bonus to your armor class;
*You can use a bonus action on your turn to switch places with a willing or
incapacitated ally that you can see within 10 feet of you;
*If an ally within 10 feet of you that you can see is hit by an attack you can use
your reaction to cast the shield spell on them. You can use this ability three
times, and you regain all spent uses when you complete a long rest.
This rod holds up to 6 charges and regains 1d6 charges each day at sunrise. You
can expend 1 charge to cast plant growth. You can also cast goodberry once
between rests.
Royal Rod

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by someone with an appropriate background (i.e. Courtier or
Noble)
While using this rod as a spellcasting focus saving throws against your spells that
impose the charmed or dominated condition have disadvantage.
While holding thisl rod you add your proficiency bonus to Charisma (Persuasion)
checks – double your proficiency bonus if you are already proficienct.
Ruby Rod

Rod/Staff/Wand , Uncommon Attunement: Required


While holding this rod you have a +1 bonus to spell attack rolls and to your spell
save DC.
When you use the ruby rod as a spellcasting focus for a spell that deals fire
damage you deal 1d6 bonus damage.
Scepter of Osiris

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a necromancer
This rod has 8 charges and regains 1d8 charges each day at sunset. You can
spend 1 charge to cast animate dead or speak with dead.
When you use the scepter of Osiris to cast a necromancy spell you have a +2
bonus to your spell save DC.
Shamanic Staff

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by a druid or shaman
While wielding the shamanic staff you can cast the detect poison and disease,
purify food and drink, and speak with animals spells once each without spending
spell slots or using components. You regain the ability to cast these spells in this
way after you complete a long rest.
If you wield this staff as a weapon attacks with it count as magical for the purpose
of overcoming resistance or immunity to nonmagical attacks.
Spellkeeper Staff

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by an arcane spellcaster
Before you begin a long rest you can expend spell slots into the staff totaling up
to half your spellcaster level (round down). Those spell slots normally remain in
the staff until used to cast spells of the corresponding levels, but adding additional
spell slots to the staff removes any that are already stored.
Spiderbite Wand

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by a drow or an evil spellcaster
When you successfully deal damage with a spell while using this wand as a
spellcasting focus you deal additional poison damage equal to 1d6 + your
spellcasting ability modifier.
Staff of Angels

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by a cleric
Creatures with the fiend subtype have disadvantage on saving throws against your
cleric spells when you use this staff as a spellcasting focus.
As a bonus action on your turn you can cast the protection from evil and good
spell on yourself while wielding the staff of angels, but only for protection from
fiends. The effect lasts for 10 minutes without concentration. You can use this
ability a number of times equal to your Wisdom modifier (minimum 1). You
regain all spent uses when you complete a long rest.
Staff of Deconstruction

Rod/Staff/Wand , Rare Attunement: Required


Requires attunement by an artificer
While wielding this staff you gain the following benefits:
*You have a +1 bonus to your ranged spell attack bonus and spell save DC;
*You can cast the mending cantrip as a bonus action on your turn;
*The damage die for your damaging spells increases by one step (to a maximum
of d12) if the target is a construct.
You can also use this staff as a pipe wrench.
Staff of Eternity

Rod/Staff/Wand , Legendary Attunement: Required


Requires attunement by a divine spellcaster
You have a +3 bonus to your spell save DC and ranged spell attack bonus when
using this staff as a spellcasting focus.
The staff has 3 charges and regains one spent charge each day at sunrise. You
can expend 1 charge to cast resurrection or 3 charges to cast true resurrection –
you don’t require the usual material components but must otherwise meet the
requirements of the spell.
Staff of the Wild Hunt

Rod/Staff/Wand , Legendary Attunement: Required


Requires attunement by a druid or ranger
You have a +3 bonus to your spell save DC and ranged spell attack bonus when
using this staff as a spellcasting focus.
You can use an action on your turn to become a minor avatar of Herne the
Huntsman. You simultaneously cast find greater steed, Mordenkainen’s faithful
hound, and conjure woodland beings; all three spells last for the duration of the
current combat without concentration. The steed becomes your mount while the
hound only uses its action to defend you. You may designate any hostile
creatures within 100 feet of you that you can see as prey, and the woodland
beings will attack them until one side or the other is destroyed. Once you use this
ability you can’t use it again for three days.
Staff of Unchained Love

Rod/Staff/Wand , Uncommon Attunement: Required


Requires attunement by a spellcaster
While holding this staff you gain the following benefits if the target is attracted to
your gender.
*You have advantage on Charisma (Persuasion) checks.
*Saving throws against your enchantment spells have disadvantage.
Wand of Brilliance

Rod/Staff/Wand , Rare Attunement: Required


When using this wand as a spellcasting focus you have a +2 bonus to spell attack
rolls and to your spell save DC.
As a bonus action on your turn you can cause this wand to emit bright light in a
30 foot radius and dim light another 30 feet beyond that.
When you use the wand of brilliance to cast a spell that deals damage the damage
is considered radiant for the purpose of overcoming resistance or immunity. Any
target that is vulnerable to radiant damage is vulnerable to spells from this wand.
Wand of Dowsing

Rod/Staff/Wand , Uncommon Attunement: None


A character of any class can use this wand to cast locate object, but only to find
sources of water. When cast through the wand of dowsing the spell doesn’t
require concentration and has a duration of 30 minutes. You can cast the spell up
to three times between rests.
Wand of Merriment

Rod/Staff/Wand , Very Rare Attunement: Required


The wand has 10 berries, and each one represents 1 charge. The wand regrows
1d6+4 charges each day at sunrise. You can expend one or more charges to
perform any of the actions below. While attuned to the wand of merriment you
have a +2 bonus to Charisma saving throws and ability checks.
*Cast goodberry or Tasha’s hideous laughter (1 charge);
*Cast create food and water (3 charges);
*Cast Otto’s irresistible dance (6 charges);
*Take the Dash action as a bonus action on your turn (2 charges); when you use
this ability you ignore difficult terrain caused by ice and snow;
*Turn up to 1 gallon of water into a weak alcoholic beverage (1 charge).
Wand of the Alicorn

Rod/Staff/Wand , Very Rare Attunement: Required


Requires attunement by a good-aligned spellcaster
The wand has 7 charges and regains all expended charges daily at dawn. You can
expend one or more charges to perform one of the following actions. The spell
save DC is 17 when cast through this wand.
*Cast dispel evil and good (only vs. evil; 1 charge);
*Cast find steed (pegasus only; 1 charge);
*Cast guiding bolt (6th level; ranged spell attack +10; 1 charge);
*Cast sacred flame (0 charges);
*Create wings: as a bonus action on your turn you gain a flying speed of 60 feet
for 1 hour (1 charge).

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