Complete Works Preview

by Henry Smith

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THE COMPLETE

WORKS

Preview Document

A 5th edition expansion pack
By Henry Smith

Contents

This document is a free downloadable preview of The Complete Works. You can get your hands on all 147 pages of the full document Here, on DMsGuild.
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Thri-Kreen

Thri-Kreen are throughly intelligent humanoid mantis-people that live short lives, rendered long by the brevity of their sleep patterns. Communication is a slight struggle for Thri-Kreen, but one they can usually overcome with their natural wit and wisdom.

In the Dark Sun setting, a thri-kreen culture exists that delights in hard work, loyal tribes, and the nutritious, chicken-like taste of well-braised Elf meat. This group lives in colossal anthive colonies.

Thri-kreen tend to be a mottled yellow, but their colour varies immensely. You might be a jet-black J'ez, a green T'keech, or a dull red J'hol.

Your slim quadrubrachial build grants you these benefits.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Thri-Kreen age exceptionally quickly, reaching maturity by age 3, and rarely living past 25

Alignment. Thri-kreen aren't as prone to emotional outbursts as humans, but treat outsiders as little more than food. They are usually chaotic, valuing the freedom of their tribe above all else.

Size. Thri-kreen have slender forms, between 6 and 7 feet tall, and weigh between 100 and 130 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. You gain darkvision out to a range of 60 feet.

Quadrubrach. You have four arms, rather than two. All of your arms and hands are equally as dextrous as each other. All of them can hold objects and weapons, and perform tasks (such as somatic gestures or grapples) as usual. These extra arms grant you a great deal of swiftness and versatility in combat: you can make one additional object interaction each turn.

The sheer slenderness of your arms makes it hard to defend yourself. If you attack with a weapon using two hands, or if you use two-weapon fighting, you can't benefit from wearing a shield until the start of your next turn.

Chameleon Carapace. You can change the color of your body to match the appearance of your surroundings. While you're within natural terrain, if no hostile creatures can see you, you can use your bonus action to camouflage yourself. You remain camouflaged in this way until you move or take an action other than the Dodge, Hide, or Search action. While you're camouflaged in this way, you are invisible to all creatures that are more than 15 feet away from you.

Standing Leap. When you make a long jump or high jump, the distance you cover increases by 5 feet.

Torpor. Instead of sleeping, you enter a torpid state for 4 hours, during which you remain semiconscious of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you enter this state during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Additionally, spells can't put you to sleep.

Thri-Kreen Weapon Training. You become proficient with one weapon of your choice. Some Thri-Kreen cultures have special versions of weapons: the gythka (a polearm with a blade at each end, that functions as a quarterstaff and deals slashing damage) and the chatkcha (a flat triangular wedge with serrated blades, like a throwing star, that functions as a dagger).

Languages. In most settings, Thri-kreen speak, read and write Thri-Kreen and Common, although they struggle to intone syllables in Common properly.

Feat: Thri-Kreen Psionics

Prerequisite: Thri-Kreen


You manifest rare psionic capabilities. You gain telepathy out to a range of 30 feet, and you learn the mage hand cantrip. and The hand is invisible when you cast mage hand with this feat.

You also learn blur and detect thoughts, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.

Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Feat: Thri-Kreen Fighting

Prerequisite: Thri-Kreen


You study martial training, gaining the following benefits:

Insectile Natural Weapons. You learn to fight with your natural weaponry. Your bite and claws become natural weapons that you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage is of a type associated with the weapon: piercing for your bite, and slashing for your claws.

Whirling Limbs. You can use your bonus action to make up to four attacks with different weapons you are holding. You don't add your ability modifier to the damage of any of the attacks, and each of the attacks must use a different weapon. Once you use this feature, you must finish a long rest before you use it again.

Barbarian

Battle Mecha

Given the cumbersome, troublesome shape of heavy weapons, diminutive species rarely find much success as barbarians. Indeed, many would say that trying to make a small creature into a powerful barbarian would be a rather pointless endeavor.

But pointless endeavors are a gnomish specialty. In recent centuries a new breed of barbarian rage was constructed; one that came from the same primal emotion, funneled into a constructed exterior. It came in the form of a series of arcano-mechanical armor suits, piloted like an extension of the wearer's own form, that could be conjured for a brief burst of power and blown to smithereens with equal rapidity. Their wearers called them "Battle Mecha".

Battle Mecha Features
Barbarian level Feature
3rd Bonus Proficiencies, Mecha Pilot
6th Walking Garrison
10th Autotargeting Visor
14th Megaforce Fusion

Bonus Proficiencies

When you reach 3rd level in this class, you begin delving into arcanomechanical inventions. You gain proficiency with the smith's tools, and two other tools of your choice.

Mecha Pilot

Beginning when you choose this primal path at 3rd level, when you enter your rage, you can choose to enter a Mecha Rage: you summon a magical suit of power armor known as a battle mecha, that absorbs the fervor of your Rage to empower arcanomechanical effects. When you do this, all creatures within 5 feet of you are immediately pushed 5 feet directly away from you.

Your Mecha Rage grants benefits in addition to those of your regular rage. For the duration, your size increases to Large if it isn’t already greater, and you ignore difficult terrain.

The battle mecha is kitted out with all manner of crazed gizmos and weaponry. During your Mecha Rage, you can use a bonus action to roll a d4 and activate the effect from the Mecha Pilot Gizmos table corresponding to the result.

When your Mecha Rage ends, it does so with a bang. Hostile creatures within 5 feet of you take 2d4 fire damage from a rocketing shower of flames and debris. Then, your size returns to normal, and you fall prone.

The Mecha Rage lasts for 1 minute, and ends early only if you fall unconscious. You can also end your mecha rage on your turn as a bonus action.

Absolute Units

In the Player's Handbook, being Large affects several capabilities: you can grapple or shove Huge creatures, you can't be grappled or shoved by creatures that are Small or smaller, and you can move through spaces occupied by hostile creatures of Small size or smaller. For the purposes of this subclass, size doesn't affect damage.

Mecha Rage Gizmos
d4 Gizmo Effect
1 Circle Throw You can choose any number of creatures within your reach. The targets can't be more than one size larger than you. You move each target into any unoccupied space on the ground within your reach.
2 Flame Thrower Creatures in a 20-foot cone originating from you must succeed on a Dexterity saving throw against a DC of 8 + your Proficiency bonus + your Constitution modifier or take 1d8 fire damage.
3 Swarm Missiles You create two missiles, which each hit a creature of your choice that you can see within 30 feet. A missile deals 1d4 thunder damage to its target. The missiles hit simultaneously, and you can direct them to hit one creature or many.
4 Whirlwind Thrusters Until the start of your next turn, ranged attacks against friendly creatures within 10 feet of you have disadvantage, and you have a flying speed of 10 feet.

Walking Garrison

When you reach 6th level, you upgrade your mech with potent defensive capabilities. Once per mech rage, you can use one of these abilities:

Blast Shields. When you see one or more creatures within 30 feet of you make a saving throw against an effect that deals damage, you can use your reaction to grant all of those creatures resistance to that damage.

Ejector Seat. When a creature hits you with a melee weapon attack, you can use your reaction to detonate your mech and hurl yourself away. The attack misses, your mecha range ends, and you jump up to 30 feet in a direction of your choice without provoking opportunity attacks, landing prone.

Autotargeting Visor

Once you reach 10th level in this class, you begin work on augmenting yourself with a targeting visor that allows you to locate and identify well-hidden threats. You are aware of the location of any hidden or invisible creature within 10 feet of you. Additionally, you can cast detect magic as a ritual.

Megaforce Fusion

Beginning at 14th level, when you enter a Mecha Rage, you can choose to fuse your battle mecha with your allies to form a colossal moving fortress. Your size becomes Gargantuan, your speed increases by 20 feet, and you can then choose up to three willing creatures within 30 feet of you. Those targets are instantly teleported into a location of your choice within your space, and remain aboard you for the duration of the rage or until they use their movement to leave your space.

Creatures aboard you are carried with you as you move, can end their movement in your space, and can't be moved from your space unwillingly. Those creatures have resistance to bludgeoning, slashing, and piercing damage, and can use a bonus action to roll a d4 and activate the effect from the Mecha Pilot Gizmos table corresponding to the result.

Once you use this feature, you must finish a long rest before you use it again.

Subclasses | Barbarian

Bard

College of Mime


Bards of this college are actors and performers, focused upon empowering their spells with their own mischievous, deceptive skill. Members of this college are twisted harlequins: even the most powerful bards known to have studied it were said to use their creations for pranks, creating luxurious invisible chairs before dismissing the effect and watching their compatriots fall about on the floor, or mimicking their allies' misthaps with an unsettling precision.

Members of this college focus on bedazzling and befuddling their foes with their powerful enchantments and charms. It’s all smoke and mirrors, so the rumour goes: the devastating jinxes of the College of Mime are entirely manifest in their victims’ imagination.

Whether or not that rumour is true, their combative potency is more than real enough. They play foes like fools.

College of Mime Features
Bard Level Feature
3rd Copycat, Silent Casting, Magical Hoodwink
6th Mental Conjuration
14th Spell Ventriloquy

Copycat

When you choose this college at 3rd level, you become a dab hand with mimicry and costuming. You become proficient with the Disguise Kit, and you can copy the mannerisms of any person you have spent at least 1 hour observing.

Additionally, when you see a creature complete a skill check, you can use your reaction to memorise their moves exactly. The next time you make a skill check using the same skill before the end of your next turn, you can replace your total result with the creature's total. Once you use this feature, you must finish a long rest before you use it again.

Silent Casting

Beginning at 3rd level, when you cast a bard spell with a verbal component, you can replace that component with a somatic component instead.

Magical Hoodwink

Beginning at 3rd level, your thespian skill lets you convince, con, charm, and confuse your foes with ease. As a reaction when you see a creature within 60 feet of you make a successful Intelligence, Wisdom, or Charisma saving throw, you can expend two uses of your Bardic Inspiration at once, rolling both dice. You deal psychic damage to the target equal to the highest number rolled, and you reduce the target's saving throw result by the lowest number rolled, potentially causing the attempt to fail.

Mental Conjuration

At 6th level, your performance has become so perfect that when you simply pretend to interact with an object, you can make it real.

By gesturing as if a certain object exists over the course of 1 minute, you can create a nonliving object of vegetable matter within 5 feet of you: food, rope, lumber, furniture, or similar. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. An object created in this way is invisible and vanishes after 1 hour or if you dismiss it as a bonus action. Using the object as a spell's material component causes that spell to fail.

You have a number of uses of this feature equal to your Charisma modifier, and you regain any expended uses when you finish a long rest.

Spell Ventriloquy

Beginning at 14th level, whenever you cast a spell that doesn't have a range of self, you can choose a point within 10 feet of you. The spell's effects originate from that point, and its range is calculated accordingly.

Additionally, if the point you choose is occupied by a creature, you can make a Charisma (Deception) check as part of the casting of the spell, contested by observers' Wisdom (Perception) checks. Each creature that saw the spell and failed the contest doesn't see you cast the spell, and sees that the spell's visible effects appear to originate directly from that creature.

Subclasses | Bard

Cleric

Discovery Domain


Clerics of the discovery domain are devoted to an unusual variant of a creator god: an involved one. To them, the world is not an abandoned creation of some distant, omnipotent craftsman: it is in a constant state of being created. When one turns over a leaf, the underside has been crafted fresh. When one uncovers the long lost temples of some forgotten age, its ancient walls have been made personally for its new beholder. And to them, the greatest gift one can give such a creator is to set forth on adventure, seek out the unseen, and pursue as much untouched ground as possible.

Discovery Domain Features
Level Feature
1st Commune With Player, Domain Spells,
Weighted Dice
2nd Channel Divinity: Meta-Divination
6th Dungeon Mastery
8th Divine Strike (1d8)
14th Divine Strike (1d20)
17th Body Swap

Commune With Player

Starting at 1st level, whenever your character finishes a long rest, it can cast the augury spell without expending a spell slot. You as a player choose which omen your character sees, drawing upon any knowledge that you like.

Domain Spells

You gain domain spells at the cleric levels listed in the Discovery Domain Spells table. See the Divine Domain class feature for how domain spells work.

Discovery Domain Spells
Level Spell
1st identify, detect magic
3rd find traps, locate object
5th dispel magic, glyph of warding
7th divination, stone shape
9th legend lore, telekinesis

Weighted Dice

Beginning at 1st level, you can choose to gain advantage on any attack roll, ability check, or saving throw. You must choose to use this feature after you make a roll but before its outcome is determined. You have two uses of this feature, and you regain them whenever you finish a long rest.

While you have no remaining uses, the DM can impose disadvantage on one of your attack rolls, ability checks, or saving throws. You then regain both uses of this feature.

Channel Divinity: Meta-Divination

Starting at 2nd level, you can use your Channel Divinity to harness the knowledge of your deity. As a bonus action, you speak the name of a type of monster. You learn all of the information in its monster stat block, and whether any such monsters are within 30 feet of you.

Dungeon Mastery

Starting at 6th level, you gain the following benefits:

  • While you're holding a lit torch, the radius of light it sheds is doubled, it never burns out, and nothing can smother, quench, or dim the flame unless you allow it.
  • You can accurately recall the layout of any dungeon you have explored.
  • You gain proficiency with thieves' tools and the Investigation skill.

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 1d20, and you can expend a use of your weighted dice feature to roll the d20 twice and take the higher result.

Body Swap

Starting at 17th level, as a bonus action, you can force a creature within 30 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, you briefly take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.

While your character is controlling the targeted creature, the DM briefly takes total and precise control of your character's body. Until the end of your next turn, your character takes only the actions the DM chooses, and doesn't do anything that the DM doesn't allow it to do.

Once you use this feature, you must finish a long rest before you use it again.

Subclasses | Cleric

Rastuday's Testing Range

2nd-level conjuration (ritual), Artificer, Wizard


  • Casting Time: 1 minute
  • Range: 150 feet
  • Components: V, S, M (a bull's eye)
  • Duration: 1 hour

You create up to 20 Small training dummies in unoccupied spaces of your choice within range, which last for the duration. The dummies hover in place, and take the form of scarecrows vaguely imitating your current outfit. Any creature within the spell's range can use its bonus action to end the spell early.

Each training dummy can be targeted as if it is a creature of any kind, rather than a construct. You partially determine the dummy's creature statistics, as shown in the Training Dummy creature stat block.

At the end of each minute (every 10 rounds) while the spell persists, you learn the percentage of hit points that were lost from each dummy, and the duration (in rounds) of any spells or conditions that affected each dummy. All of the dummies then reappear at full health in the locations they were in when the spell was cast.


Training Dummy

Small construct, unaligned


  • Armor Class 13 + Training Bonus
  • Hit Points 50
  • Speed 10 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws The dummy has a bonus to all saving throws equal to its Training Bonus.
  • Skills The dummy has a bonus to all ability checks equal to its Training Bonus.
  • Senses Darkvision 60 ft., passive Perception 10 + Training Bonus
  • Challenge Rating – (0 XP)

Practice Target. The dummy can't take actions or reactions, and on its turn, it uses its movement only to stand up if it's prone. It can't make an ability check unless another effect allows it to.

Customised Defenses. When you create the training dummy, you grant it a Training Bonus, which can be any number between +0 and +6. The dummy's defensive capabilities (other than HP) correspond to a challenge rating equal to thrice the Training Bonus.

Head-Up Display. The percentage of hit points a training dummy has lost is displayed as a health bar sewn into its forehead.

Psionic Grasp

2nd-level enchantment, Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 1 minute

You touch a creature, and bestow them with powers of latent telekinetic control.

For the duration, the target can manipulate invisible kinetic forces to act as an extension of their own body. As long as the target isn't incapacitated, this force acts as an additional hand for the target, which it can use to wield weapons, shields, and spellcasting foci, provide somatic components, use magic items, and perform any other tasks it could ordinarily complete with a free hand.

The target can manipulate the force even while its own hands are occupied or bound. Besides incapacitation, the force is unaffected by any conditions that are affecting the target.

The target can use this force to make ability checks and weapon attacks, and can use its Intelligence modifier in place of its Strength or Dexterity modifier for the purposes of ability checks, attack rolls, and damage rolls that it makes using this force. For the purposes of making ability checks, the force can move up to 10 feet away from the target.

Desert


  • Foraging DC: 15
  • Navigation DC: 10
  • Possible Special Rules: Extreme heat

Desert terrain is relatively tough or barren, and characterised by the unobscured heat of the sun, the cold of night, the blinding sting of sand in the wind, good visibility, and a low, empty wildlife population.

Paths in the desert are usually marked by dry wooden stakes in the sand, to which colourful fabrics might be tied, donated by previous adventurers. In dune-filled areas where the markers don't exist and the horizon is obscured, navigation can be especially difficult.



Desert Path Appearance
d10 Path
1 Footprints in the sand, stretching far away
2 A path littered with skeletons, one of which is gargantuan
3 A trail dominated by one huge ruined monument
4 A path to patch of trees around an oasis
5 A path between towering rock formations
6 A path into a massive dust storm
7 A path through rocks, cacti and greenery.
8 A path over the top of a massive rock
9 A marked path of stakes through a field of dunes
10 A path over an open patch of dry, cracked mud
Tough Paths (1-3)
d10 Path Result
1 Footprints After 1 hour of travel, the footprints simply loop back on themselves under blistering sun. A disillusioned mummy, long dead, is walking round the circle making footprints at a medium pace.
2 Skeletons The area is desecrated ground (DMG p110). At night, some of the half-buried skeletons animate as skeletons and minotaur skeletons.
3 Monument The monument is a statue of an evil deity, painted to appear mundane. The first time a creature moves within 90 feet of the statue, it must succeed on a DC 10 Wisdom saving throw. On a failed save, the target's soul is drawn into the statue for 1 minute. During this time, the statue takes control of their body and begins eagerly attempting to excavate at the statue's base. If the party successfully excavates the feet of the statue, which is buried 10 feet in the sand, it rises and attacks as a gargantuan stone golem.
4 Oasis The oasis is a magical illusion, created by a hallucinatory terrain spell. The "water" is a patch of searing hot sand, and burns to the touch, dealing 1d4 fire damage to any creature that is touching it at the start of their turn.
5 Formations Atop three of the rock stacks, three cheeky kobolds have set up firing posts interconnected by long ropes. The rock stacks rise 80 feet up into the air, and fire upon anyone they can using shortbows. The kobolds have a +4 bonus to hit, deal 1d6+2 damage on a hit, and have disadvantage on their attacks (from attacking at long range). Each kobold has 1d10 arrows.
6 Dust The dust has kicked up into a lightning storm. The member of the party that is wearing the most metal armor or weaponry must succeed on a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a success.
7 Cacti For each mile that a creature walks through these cacti, they take 1 piercing damage and find their hands pierced by 2d10 uncomfortable fur-like needles. Removing each needle takes 1 minute.
8 Rock The path is in blistering direct heat, with no shade. The area is under the effects of hot weather, and the DC for this hot weather increases to 10 if it is not already higher (DMG p110)
9 Dunes An androsphynx interrupts the party's way forth, asking three riddles: "I follow in sunlight, am still when you're still" (shadow), "I run and I babble, but only downhill" (stream, river, or brook), and "White face, empty eyes, but forever I'll smile" (skull). Giving incorrect answers to two or more riddles means the sphinx forces the party to take an hour long detour.
10 Mud The mud runs with sickly magical water, and patches of it behave like quicksand. The salt here makes the sand especially painful for wounded creatures.

Necrotic Staff

Staff, uncommon (requires attunement)
The staff crackles with a sputtering black ooze that smells of iron, and while you wield it, you gain a +2 bonus to spell attack rolls with spells from the necromancy school.

Additionally, when a creature you can see moves out of the reach of a corpse or pile of bones within 60 feet of you, you can use your reaction to present the staff, animating the corpse to make an opportunity attack against the target.

The corpse has blindsight out to 10 feet, and has a +6 bonus to the attack roll. On a hit, it deals 1d6+4 bludgeoning damage. After making the attack, the animated corpse slumps lifelessly to the ground.

Nunchaku of Ki Capacitance

Weapon (club), uncommon (requires attunement by a monk)
Consisting of two sticks of wood connected by a chain, this magical club has 3 charges, which are restored each day at dawn.

As an action while holding the club, you can expend any number of this weapon’s charges to recover an equal number of your expended ki points. Alternately, as an action you can spend up to 3 ki points to have the nunchaku regain an equal number of expended charges.

Whenever you hit a creature with this club, you can expend one of its charges to roll its damage die one additional time and add it to the result.

Origami Heightmap

Wondrous item, common
This crumpled piece of coloured paper unfolds into an approximate topological heightmap of the area surrounding it, as far as the horizon. Additionally, the origami heightmap labels the names of rivers, roads, and settlements within the area it displays.

Ostark’s Lasso

Weapon (whip), uncommon (requires attunement)
This 10-foot section of rope writhes in your hand like a serpent. Whenever you use this magic whip to attack a creature, pole, hook, tree branch, or anything similar, the end of the whip wraps around it in a tight knot. If your target is a creature, it must succeed on a DC 13 Dexterity saving throw or become grappled (escape DC 13). You can't attack with the whip while it's attached to a creature or object in this way. You can use your bonus action to detach the whip, freeing the target.

The whip can also support up to 100 pounds of weight, and climbing the rope while it hangs costs you no additional movement.

Pebble Pet

Ammunition (sling bullet), common
This tiny, smooth grey stone has a dwarvish name scratched onto it, and can sometimes be heard humming very quietly to itself. Any creature that touches the pebble pet becomes attuned to it instantly if able, unless another creature is already attuned to the pebble pet.

Rocky Relationship (Requires Attunement). If the pebble is ever more than 30 feet from you, it immediately returns to your posession, reappearing in your bags, pockets, or similar, as determined by the DM. If you place the pebble pet on the ground and say “I'll be right back”, you can make a DC 10 Charisma (Deception) check. On a success, your attunement ends.

Spidersilk Band

Wondrous item, rare (requires attunement)
As a bonus action you can speak this wristband's command word and expend 1 charge to create a magical spider-silk net in your free hand. These nets are immune to bludgeoning, slashing and piercing damage from nonmagical weapons, and vanish after 1 minute.

Nets created with this item have the following properties:

  • The net has a normal range of 20 feet, and a maximum range of 60 feet.
  • When you hit a creature with a ranged weapon attack using this net, all creatures on the ground within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or become restrained until the initial target is freed, as strands of webbing shoot out and leash them to the net.

This weapon has 4 charges, and regains 1d4 expended charges each day at dawn.

Spiked Shoulder Guards, +1

Wondrous item, uncommon (requires attunement by a battlerager barbarian.)

These shoulder guards grant a +1 bonus to AC while you are wearing no armor, and can be used as spiked armor.

Staff of Confusion and Disappointment

Wondrous Item, uncommon (requires attunement)
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 concealed 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.
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.
Items | St-St
10