Staff of Dominion | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Staff of Dominion

Staff

Legendary requires attunement by a Sorcerer, Warlock, or Wizard Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls and your spell save DC.

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.


Arcane Necrosis. When you hit a creature with a weapon attack with this staff it deals normal damage plus 17 (5d6) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or have their magical energy drained, losing access to one spell slot of the highest level they have available (to a maximum of your proficiency bonus).

Spell Parry. While holding the staff, you can deflect a spell targeting you as a reaction. You make an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect, but any spell slots or charges are not wasted, and the caster of the spell takes psychic damage equal to a number of d4s equal to 1 + the spell slot level of the spell countered.

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 necrotic 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. If wielded by a lich, this staff reforms in 4d4 days (or when the lich's body reforms) if the lich's phylactery is not destroyed.










Distance from OriginDamage
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



Created by

rocky.schmitz.

Statblock Type

Item

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