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    Staff of Power 5e: Spells, Charges and the Retributive Strike

    The Staff of Power 5e is a very rare staff that requires attunement by a sorcerer, warlock or wizard. While you hold it you get +2 to Armor Class, saving throws and spell attack rolls, it hits as a +2 quarterstaff, and its 20 charges cast nine spells from Magic Missile to Wall of Force, regaining 2d8 + 4 charges each dawn. Break it and it explodes for up to 16 damage per remaining charge. The verdict: attune to it. The +2 to AC and every save is the reason, and the 2024 version only loses a melee rider and some of the blast's power.

    Table of Contents

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    Staff of Power Rules Text

    Staff of Power

    2014 rules

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

    Very RareRequires 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 OriginDamage
    10 ft. away or closer8 × the number of charges in the staff
    11 to 20 ft. away6 × the number of charges in the staff
    21 to 30 ft. away4 × the number of charges in the staff
    Item text from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More very rare magic items.

    Staff of Power

    2024 rules

    Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)

    Very RareRequires 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 holding 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.

    SpellCharge Cost
    Cone of Cold5
    Fireball (level 5 version)5
    Globe of Invulnerability6
    Hold Monster5
    Levitate2
    Lightning Bolt (level 5 version)5
    Magic Missile1
    Ray of Enfeeblement1
    Wall of Force5

    Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

    Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

    Item text from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More very rare magic items.

    How the Staff of Power Works

    The passive bonuses: just hold it

    You get +2 to AC, all saving throws and spell attack rolls while holding the staff, without casting from it or swinging it. An attacker at +7 needs an 8 to hit AC 15 (65 percent); with the staff that becomes a 10 against AC 17 (55 percent). Every save is 10 percentage points more likely to succeed.

    Bonuses from different magic items stack, so the staff adds on top of a Cloak of Protection and a Ring of Protection: +4 AC and +4 to every save, using all three attunement slots.

    The bonuses stop the moment the staff leaves your hand: stow it, drop it or have it taken and your AC falls by 2. In 2024 a staff can be used as an Arcane Focus unless its description says otherwise, so the staff in your hand can also be your focus.

    The +2 quarterstaff (and the 2014 Power Strike)

    As a weapon it is a +2 quarterstaff: 1d6 + 2 + Strength modifier one-handed, 1d8 + 2 + Strength two-handed. The 2014 staff adds Power Strike: when you hit with a melee attack using it, spend 1 charge for an extra 1d6 force damage (3.5 on average). A Magic Missile for the same charge averages 10.5 and never misses. The 2024 staff has no Power Strike.

    Casting spells from the staff

    Both editions use your spell save DC. Item spells use no spell slots and no components unless the item says otherwise, and keep their normal casting time, range and duration. Concentration still applies to Hold Monster, Wall of Force, Globe of Invulnerability, Levitate and Ray of Enfeeblement.

    SpellChargesLevel castWhat you get
    Magic Missile11Three darts, 1d4 + 1 force each
    Ray of Enfeeblement12Weakens one creature's Strength attacks
    Levitate22Lift a creature or object up to 20 ft
    Cone of Cold558d8 cold, 60-ft cone, Con save
    Fireball5510d6 fire, 20-ft-radius sphere, Dex save
    Lightning Bolt5510d6 lightning, 100-ft line, Dex save
    Hold Monster55Paralyze one creature, Wis save
    Wall of Force55Invisible wall, no save
    Globe of Invulnerability66Spells of level 5 or lower cast from outside can't affect anything inside

    Fireball and Lightning Bolt are cast as level 5 versions because the item says so; every other spell comes out at its lowest level, the general rule for item spells. A level 5 Fireball is 10d6 (35 average), about the same as Cone of Cold's 8d8 (36 average), so pick by shape and save.

    The 2014 text names your spell attack bonus because its Ray of Enfeeblement is a ranged spell attack; the 2024 Ray is a Constitution save, so nothing on the 2024 list needs one.

    Charges: how far 20 goes

    Twenty charges buys four 5-charge spells. The staff regains 2d8 + 4 at dawn (6 to 20, 13 on average). Spending the last charge forces a d20 roll. On a 1 (5 percent) the staff keeps only its +2 to attack and damage and loses everything else: the AC and save bonus, the spells and the Retributive Strike. On a 20 it regains 1d8 + 2 charges on the spot. The protection is the valuable part, so never spend the staff's last charge: keep one in reserve and the roll never happens.

    The Retributive Strike

    Breaking the staff (an action in 2014, a Magic action in 2024) destroys it in an explosion 30 feet out. You have a 50 percent chance to escape to a random plane; otherwise you take 16 force damage per remaining charge. Every other creature in the area makes a DC 17 Dexterity save, half damage on a success. With a full 20 charges:

    Creature2014 failed save2014 success2024 failed save2024 success
    You (if you don't plane-shift)320 forceNo save320 forceNo save
    Others within 10 ft1608080 force40
    Others 11 to 20 ft1206080 force40
    Others 21 to 30 ft804080 force40

    320 damage kills any wielder with a hit point maximum of 160 or less outright (the damage left after 0 hit points meets the maximum), so for most characters it is a coin flip between death and a random plane. In 2024 the blast deals 80 to an enemy who fails; four level 5 Fireballs from the same 20 charges average 140, and the staff survives.

    The 2014 text gives your damage as force but names no type for anyone else; the 2024 text makes all of it Force. Under 2014 rules the text is silent on the type others take. DM ruling: use force, the type the same explosion deals to the wielder.

    Staff of Power: 2014 vs 2024

    2014 (SRD 5.1)2024 (SRD 5.2.1)
    Rarity / attunementVery rare; sorcerer, warlock or wizardSame
    Passive bonuses+2 AC, saves, spell attack rollsSame
    Weapon+2 quarterstaffSame
    Power Strike1 charge: +1d6 force on a melee hitRemoved
    Casting from itAn action; your spell save DC and spell attack bonusSpell's own casting time; your spell save DC
    Spells and costsNine spells, 1 to 6 chargesSame list, same costs
    Recharge2d8 + 4 at dawn; d20 on last chargeSame
    Breaking itAn action; 30-ft-radius sphereMagic action; 30-ft Emanation
    Blast on others8x, 6x or 4x charges by distance4x charges, Force, at any distance
    ValueNo price in the SRD40,000 GP (very rare)

    The defensive core, the reason to attune, is identical. The 2024 staff drops Power Strike, and its Retributive Strike is weaker up close: 80 on a failed save at any distance, where a creature next to a 2014 staff took 160.

    Is the Staff of Power Worth It?

    For a sorcerer, warlock or wizard, yes. Compare it with other SRD caster items:

    ItemRarityACSavesSpell attacksOther
    Staff of PowerVery rare+2+2+220 charges of spells
    Staff of the MagiLegendaryNoneAdvantage vs spells+250 charges, spell absorption
    Robe of the ArchmagiLegendaryBase AC 15 + Dex without armorAdvantage vs spells and magical effects+2+2 spell save DC
    Ring of ProtectionRare+1+1NoneNone
    Cloak of ProtectionUncommon+1+1NoneNone

    It is the only item on that list that raises AC, every save and spell attacks together; a Ring of Protection gives half the defense for the same attunement slot. Warlocks benefit as much as wizards, since the +2 to spell attack rolls applies to every Eldritch Blast beam. A caster with a Staff of the Magi has to choose: each staff's bonuses work only while you hold it.

    The trap is the Retributive Strike. It looks like a finishing move, and half the time it kills the character using it.

    Staff of Power for DMs

    Where it turns up. In high-level treasure: an archmage's or lich's hoard, or an NPC wizard's gear. An enemy carrying it gets the +2 AC and saves too, and may break it when cornered.

    What it changes. The caster becomes harder to hit and harder to disable, and Hold Monster, Wall of Force and Globe of Invulnerability on demand answer problems you may have built for spell slots to solve. Plan encounters for up to four extra level 5 spells a day.

    Pricing. SRD 5.2.1 values a very rare item at 40,000 GP and says rarer items might be sold only in wondrous locations, such as a city on another plane. The 2014 SRD has no prices. The magic item rarity calculator helps if you're comparing it with other rewards.

    At the table. Decide the random plane before anyone breaks the staff; a character stranded there is the next adventure.

    Hooks.

    • •The party's patron owns the staff and lends it for one job. It has 3 charges, and they'll need to work out why someone drained it before handing it over.
    • •A tower collapsed years ago and nobody survived. In the rubble lies a snapped staff, and the stone is scoured clean for exactly 30 feet around it.

    Charges are easy to lose track of between sessions. Loreify records the session and keeps the recap, so "how many charges did we spend at the bridge?" has an answer.

    Frequently Asked Questions

    Does the Staff of Power stack with a Ring of Protection or Cloak of Protection?

    Yes. Bonuses from different magic items add together, so a Staff of Power, Ring of Protection and Cloak of Protection give +4 AC and +4 to saving throws. That uses all three attunement slots.

    Who can attune to a Staff of Power?

    Only a sorcerer, warlock or wizard, in both the 2014 and 2024 rules. The SRD requires the creature to be a member of the class, so a multiclass character with a level in one of them qualifies.

    How much damage does the Retributive Strike do?

    You take 16 force damage per remaining charge unless the 50 percent chance sends you to a random plane. Other creatures within 30 feet make a DC 17 Dexterity save: 8, 6 or 4 times the charges by distance in 2014, 4 times the charges as force damage in 2024, half on a success.

    How much is a Staff of Power worth?

    40,000 GP under the 2024 SRD, the value it gives every very rare magic item. The 2014 SRD lists no magic item prices.


    Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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