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Staff of Confusion and Disappointment

Wondrous Item, uncommon


This staff is ornate, and beautifully carved, with an elaborate leather pommel and a tip carved in the shape of a rare beast. An identify spell simply reveals the item’s rarity as “Legendary,” and provides no further information.

The staff has 3 charges, and regains 1 charge each day at dawn. As an action, a creature can wave the staff and expend a charge to target a creature or object it can see within 150 feet pf it. Roll 1d100 to determine the effect.

The following information is for a DM's eyes only

Sentience. The staff is a mischievous, sentient chaotic neutral weapon with an Intelligence, Wisdom and Charisma of 19. It has hearing out to a range of 120 feet. and it has a +8 bonus to Charisma (Deception) checks. The staff cannot communicate with its wielder under normal circumstances.

Implied Power. Whenever any damaging effect occurs, make a number of additional dice rolls equal to the effect’s damage bonus (so make 11 d10 rolls for an effect that deals 10 + 1d10 damage) , ignore the result, and pretend to marvel in astonishment at how low the result is. The saving throw DC for all the staff's effects is 19, and it has a spell attack bonus of +11

Dice Roll Outcome
01-08 The staff casts glibness on itself, and casts Rary's telepathic bond to establish a telepathic link to the nearest available creature. The staff uses its bond to express its joy at having finally established a method of conversation and proceeds to boast incessantly, claiming anything it wants to about the potency of its abilities until the spell ends.
09-12 The staff casts true seeing, targeting itself. This staff cannot see. If it is able to communicate, the staff claims it was using counterspell.
13-16 All creatures within 150 feet of the staff must succeed on a Charisma saving throw or sneeze simultaneously.
17-20 The staff casts programmed illusion. Roll 1d100 again and ignore the result, stating that the staff creates a childish floating drawing of a dog in an unoccupied space nearest the target, seemingly produced from crayons.
20-24 A loud rumble fills the area as the staff readies an evocation. After 1 minute of rumbling, a gigantic explosion tears through the area. Creatures within range of the staff must succeed on a Dexterity saving throw, taking 11 + 1d10 damage on a failed save, or half as much on a success.
25-28 The staff launches at the target and then returns to its wielder, making a ranged spell attack and dealing 7 + 1d12 damage on a hit
29-32 A targeted creature gains 7d12 temporary hit points. The effect lasts until the start of the target's next turn.
33-36 The staff casts dominate monster at the target. It does not issue any commands, so the target simply “defends and preserves itself to the best of its ability”. As a DM, interpret this with extreme leniency.
37-40 The staff casts glyph of warding on the target at 8th level, choosing the Explosive Runes option and setting the spell to trigger 100 years from now.
41-44 The staff casts the gate spell in an unoccupied space nearest the target the target. When a creature attempts to pass through the gate, roll a bunch of dice and claim that the staff has lost concentration.
45-48 The staff creates 1d6 inedible lemons from its tip.
49-52 The staff summons an avatar of death (DMG p164) in an unoccupied space nearest the target. The Avatar of Death is amicable and non hostile. It does everything in its power to avoid entering combat, and vanishes after 1 minute.
53-56 The staff casts hex on the target at 5th level, giving the target disadvantage on Constitution checks. The staff gains the benefits of hex, not the wielder.
57-60 The staff casts Mordenkainen’s magnificent mansion, placing the door in an unoccupied space nearest the target, and designating all creatures on its current plane of existence
61-64 The staff casts true resurrection, resurrecting a random dead creature, often one that the players have met or slain. The creature must be of challenge rating 1/2 or lower.
65-68 The staff casts creation in an unoccupied space nearest the target, creating a glittering crown bedecked in precious gems that lasts for 10 minutes.
69-72 The staff casts magic circle at 7th level as an action, centered on the target, preventing celestials from leaving the area. If the target is a celestial, the staff chooses aberrations instead.
73-76 The staff creates a colossal shower of heavenly daggers that slash through all creatures in a 60 foot cube centered on the target. Creatures within the area must succeed on a Dexterity saving throw or take 14 + 1d4 slashing damage.
Dice Roll Outcome
77-80 The staff radiates a seismic disturbance in a 300 foot radius circle on the ground around it. The tremors last 1d4 minutes. When this effect begins, and at the start of each of its turns in the area, a creature must succeed on a Strength saving throw or fall prone.
81-84 The staff emits a continuous scorching beam of searing blue fire from its tip. The beam is 150 feet long and 10 feet wide, and persists for 10 minutes. The beam casts bright light in a 30 foot radius and dim light out for an additional 30 feet, and creatures caught within the hellish inferno have advantage on saving throws to resist the effects of hot weather.
85-88 The staff emits a frigid 100-foot cone of blizzards and snow flurries from its tip towards the target. The cone persists for 10 minutes. Creatures caught within the impenetrable blizzard are heavily obscured and have advantage on saving throws to resist the effects of cold weather.
89-92 The staff shoots confetti and ribbons from its tip towards the target, and a kazoo sound plays.
93-96 The staff creates a large, glittering illusion with the appearance of a prismatic wall spell centered on the target. The illusion lasts 10 minutes.
97-00 The staff casts disintegrate upon itself at 9th level. The beam shoots directly towards the target, before looping upwards and sailing back towards the staff itself. The beam has no effect, since the staff is a magic item.
 

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