Staff of the Seven Seas (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Staff, legendary (requires attunement by a cleric or druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls and spell save DC.

This 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.

Dominion over the Fish of the Sea. While holding the staff, any aquatic creatures with an Intelligence score of 2 or lower within 120 feet of you are automatically charmed by you and will not attack you or your companions, even if they would otherwise be hostile.

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: call lightning (7th-level version, 7 charges), conjure elemental (8th-level version, summons a great water elemental, 8 charges), control water (double range and area, 4 charges), control weather (7 charges), create food and water (3 charges), dispel magic (3 charges), dominate beast (4 charges), telekinesis (5 charges), water breathing (3 charges), and wind wall (3 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: detect magic, gust of wind, light, protection from evil and good, and water walk.

Weather Mastery. When you use this staff to cast control weather, you may choose for the area of effect to move with you for the duration of the spell.


Back to Main Page5e HomebrewEquipmentStaves

Home of user-generated,
homebrew pages!


Advertisements: