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D&D
Dungeon Master's Guide
Dungeons & Dragons
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game

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Published by Nicholas Robinson, 2020-06-20 15:42:33

D&D 5e Dungeon Master's Guide

D&D
Dungeon Master's Guide
Dungeons & Dragons
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game

Keywords: DnD,D&D,DMG,Dungeon,Dragon,Master,Guide

equal to 16 x the number of charge in the taff. Every The snake head can be attacked while it is animate. It
other creature in the area must make a DC 17 Dexterity has a n Armor Class of 15 and 20 hit points. If the head
saving throw. On a failed save. a creature rake an drops to 0 hit points, the staff is destroyed. As long as
a mount of damage based on how far away it is from the it's not destroyed, the staff regains all lost hit points
point of origin, as shown in the following table. On a whe n it reverts to its inanimate form.
uccessful save, a creature takes half as much damage.

Distance from Origin Damage STAFF OF THE MAGI
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 Staff, legendary (requires attunement by a sorcerer,
21 to 30ft. away 4 x the number of cha rges in th e staff warlock, or wizard)

STAFF OF STRIKING This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made
Staff, very rare (requires attunement) with it. While you hold it, you gain a +2 bonus to spell
attack rolls.
This staff can be wielded as a magic quarterstaff
that grants a +3 bonus to attack and damage rolls The staff has 50 charges for the following properties.
made with it. It regains 4d6 + 2 expended charges daily at dawn. If
you expend the last charge, roll a d20. On a 20, the staff
The staff has 10 charges. When you hit with a melee regains 1d12 + 1 charges.
at tack using it, you can expend up to 3 of its charges.
For each charge you expend, the target takes an extra Spell Absorption. While holding the staff, you have
ld6 force damage. The staff regains 1d6 + 4 expended advantage on saving throws against spells. In addition,
charges daily at dawn. If you expend the last charge, you can use your reaction when another creature casts
roll a d20. On a 1, the staff becomes a nonmagical a spell that targets only you. If you do, the staff absorbs
quarterstaff. the magic of the spell, canceling its effect a nd gaining
a number of charges equal to the absorbed spell's level.
STAFF OF SWARMING I NSECTS However, if doing so brings the staff's total number of
charges above 50, the staff explodes as if you activated
Sta ff, rare (requires attunement by a bard, cleric, druid, its retributive strike (see below).
sorcerer, warlock, or wizard)
Spells. While holding the staff, you can use an
This staff has 10 charges and regains 1d6 + 4 expended action to expend some of its charges to cast one of the
charges daily at dawn. If you expend the last charge, following spells from it, using your spell save DC and
roll a d20. On a 1, a swarm of insects consumes and spellcasting ability: conjure elemental (7 charges), dispel
destroys the staff, then disperses. magic (3 charges), fireball (7th-level version , 7 charges),
flaming sphere (2 charges), ice storm (4 charges),
Spells. While holding the staff, you can use an invisibility (2 charges), knock (2 charges), lightning bolt
action to expend some of its charges to cast one of the (7th-level version, 7 charges), passwall (5 charges), plane
following spells from it, using your spell save DC: giant shift (7 charges), telekinesis (5 charges), wall of fire (4
insect (4 charges) or insect plague (5 charges). charges), or web (2 charges).

Insect Cloud. While holding the staff, you can use You can also use an action to cast one of the following
an action and expend 1 charge to cause a swarm of spells from the staff without using any charges: arcane
ha rmless flying insects to spread out in a 30-foot radius lock, detect magic, enlarge/reduce, light, mage hand, or
from you. The insects remain for 10 minutes, making protection from evil and good.
the area heavily obscured for creatures other than you.
T he swarm moves with you , remaining centered on Retributive Strike. You can use an action to break
you. A wind of at least 10 miles per hour disperses the the staff over your knee or against a solid surface,
swarm and ends the effect. performing a retributive strike. The staff is destroyed
and releases its remaining magic in an explosion that
STAFF OF THE A DDER expands to fill a 30-foot-radius sphere centered on it.

Staff, uncommon (requires attunement by a cleric, druid, You have a 50 percent chance to instantly travel to
or warlock) a random plane of existence, avoiding the explosion.
If you fail to avoid the effect, you take force damage
You can use a bonus action to speak this staff's equal to 16 x the number of charges in the staff. Every
command word and make the head of the staff become other creature in the area must make a DC 17 Dexterity
that of an animate poisonous snake for 1 minute. By saving throw. On a failed save, a creature takes an
using another bonus action to speak the command word amount of damage based on how far away it is from the
again, you return the staff to its normal inanimate form. point of origin, as shown in the following table. On a
successful save, a creature takes half as much damage.
You can make a melee attack using the snake head,
which has a reach of 5 feet. Your proficiency bonus Distance from Origin Damage
applies to the attack roll. On a hit, the target takes 10 ft. away or closer 8 x the number of charges in the staff
1d6 piercing damage and must succeed on a DC 15 11 to 20 ft. away 6 x the number of charges in the staff
Constitution saving throw or take 3d6 poison damage. 21 to 30ft. away 4 x the number of charges in the staff

CHAPTER 7 I TREASURE






























































































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