🔮 Staff of Power
Magic Items
View raw API endpoint ↗

Description

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

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 rolls but loses all other properties. On a 20, the staff regains 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 × 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 × the number of charges in the staff |

| 11 to 20 ft. away | 6 × the number of charges in the staff |

| 21 to 30 ft. away | 4 × the number of charges in the staff |

Properties

Equipment_category
Staff
Rarity
Very Rare
Updated_at
2026-04-01T20:35:37.946Z
Variant
No
Raw JSON data
{
  "desc": [
    "Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)",
    "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 rolls but loses all other properties. On a 20, the staff regains 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 × 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 × the number of charges in the staff |",
    "| 11 to 20 ft. away | 6 × the number of charges in the staff |",
    "| 21 to 30 ft. away | 4 × the number of charges in the staff |"
  ],
  "equipment_category": {
    "index": "staff",
    "name": "Staff",
    "url": "/api/2014/equipment-categories/staff"
  },
  "index": "staff-of-power",
  "name": "Staff of Power",
  "rarity": {
    "name": "Very Rare"
  },
  "updated_at": "2026-04-01T20:35:37.946Z",
  "url": "/api/2014/magic-items/staff-of-power",
  "variant": false,
  "variants": []
}