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Rods, Staffs and Wands


RODS

Rod = 10 gp
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.

Immoverable Rod = 2,500 gp
Uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

STAFFS

Staff = 5 gp
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.
* 1d6 Bludgeoning; Versatile (1d8)

Wooden Staff = 5 gp
A druid can use a Wooden Staff as a spellcasting focus.
* 1d6 Bludgeoning; Versatile (1d8)

Staff of Birdcalls = 50 gp
Common
A wooden staff decorated with bird carvings - 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
* 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.

Staff of Healing = 5,000 gp
Rare (Requires attunement - by a bard, cleric, or druid)
A decorative staff - 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)
* 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.

Staff of Swarming Insects = 10,000 gp
Very Rare (Requires attunement - by a bard, cleric, druid, sorcerer, warlock, or wizard)
A decorative staff - 10 charges. It 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)
* 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.


QUARTERSTAFFS

Quarterstaff = 2 sp
A staff of wood from 6 to 9 feet (about 2 to 3 m) long, used for attack and defense.
Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
* 1d6 Bludgeoning; Versatile (1d8)
OPTIONAL METAL TYPES
+ Copper Quarterstaff = 1 sp Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed.
A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
+ Bronze Quarterstaff = 15 cp
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed.
A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
+ Iron Quarterstaff = 2 sp
Iron is the default metal to make weapons.
+ Steel Quarterstaff = 3 sp
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
+ Silver Quarterstaff = 100 gp
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
+ Adamantine Quarterstaff = 500 gp
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
+ Mithral Quarterstaff = 800 gp
Weapon made of mithral that have the heavy property, no longer has the heavy property.

Staff of Thunder and Lightning = 12,000 gp
Very rare (requires attunement)
A staff that 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 is not deafened.
Thunder and Lightning = You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so does not expend the daily use of those properties, only the use of this one.


WANDS

Wand = 10 gp
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.

Yew Wand = 10 gp
A druid can use a Yew Wand as a spellcasting focus.

Wand of Fireballs = 5,000 gp
Rare (Requires attunement by a spellcaster)
A wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.



ITEMS: Rods - Staffs - Quarterstaffs - Wands - Canes - Staves - Nightsticks - Batons
ALTERNATIVE NAMES: Wandwright - Armourer
TYPES: Arcane/Magical



This is for quick reference using my notes, as well as other websites


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