System Reference Document 5.2.1
245
1d100 Result
01–50 The sphere is destroyed.
51–85 The sphere moves through the portal or into 
the extradimensional space.
86–00 A spatial rift sends the sphere and each crea -
ture and object within 180 feet of the sphere 
to a random plane of existence.
Staff of Charming
Staff, Rare (Requires Attunement by a Bard, Cleric, 
Druid, Sorcerer, Warlock, or Wizard)
This staff has 10 charges. While holding the staff, 
you can use any of its properties:
Cast Spell.  You can expend 1 of the staff’s charges 
to cast Charm Person, Command, or Comprehend 
Languages from it using your spell save DC.
Reflect Enchantment. If you succeed on a saving 
throw against an Enchantment spell that targets 
only you, you can take a Reaction to expend 1 
charge from the staff and turn the spell back on 
its caster as if you had cast the spell.
Resist Enchantment.  If you fail a saving throw 
against an Enchantment spell that targets only 
you, you can turn your failed save into a success -
ful one. You can’t use this property of the staff 
again until the next dawn.
 Regaining Charges. The staff regains 1d8 + 2 ex -
pended charges daily at dawn. If you expend the last 
charge, roll 1d20. On a 1, the staff crumbles to dust 
and is destroyed.
Staff of Fire
Staff, Very Rare (Requires Attunement by a Druid, 
Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold 
this staff.
 Spells. The staff has 10 charges. While holding the 
staff, you can cast one of the spells on the following 
table from it, using your spell save DC. The table in -
dicates how many charges you must expend to cast 
the spell.
 
Spell
Charge 
Cost
 
Spell
Charge 
Cost
Burning Hands 1 Wall of Fire 4
Fireball 3
 Regaining Charges. The staff regains 1d6 + 4 
expended charges daily at dawn. If you expend the 
last charge, roll 1d20. On a 1, the staff crumbles into 
cinders and is destroyed.
Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, 
Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold 
this staff.
 Spells. The staff has 10 charges. While holding the 
staff, you can cast one of the spells on the following 
table from it, using your spell save DC. The table in -
dicates how many charges you must expend to cast 
the spell.
 
Spell
Charge 
Cost
 
Spell
Charge 
Cost
Cone of Cold 5 Ice Storm 4
Fog Cloud 1 Wall of Ice 4
 Regaining Charges. The staff regains 1d6 + 4 ex -
pended charges daily at dawn. If you expend the last 
charge, roll 1d20. On a 1, the staff turns to water 
and is destroyed.
Staff of Healing
Staff, Rare (Requires Attunement by a Bard, Cleric, or 
Druid)
This staff has 10 charges. While holding the staff, 
you can cast one of the spells on the following table 
from it, using your spellcasting ability modifier. The 
table indicates how many charges you must expend 
to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level 
(maximum 4 for a level 4 
spell)
Lesser Restoration 2
Mass Cure Wounds 5
 Regaining Charges. The staff regains 1d6 + 4 
expended charges daily at dawn. If you expend the 
last charge, roll 1d20. On a 1, the staff vanishes in a 
flash of light, lost forever.
Staff of Power
Staff, Very Rare (Requires Attunement by a Sorcerer, 
Warlock, or Wizard)
This staff has 20 charges and can be wielded as a 
magic Quarterstaff that grants a +2 bonus to attack 
rolls and damage rolls made with it. While hold -
ing it, you gain a +2 bonus to Armor Class, saving 
throws, and spell attack rolls.
 Spells. While holding the staff, you can cast one of 
the spells on the following table from it, using your 
spell save DC. The table indicates how many charges 
you must expend to cast the spell.