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MoxPontifex

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PontifexZ

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About this mod

It's no secret the base staves in this game are boring. This mod aims to add several new staves to the game of varying power and flavor for all of the casters out there. Utilizing a new Action Resource called Staff Charges, these staves will add unique spells and mechanics to spice up your caster characters.

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Disclaimer

The namesake staff in this pack, The Staff of Power, is a very powerful item from the DnD 5e DMG. Obtaining and using this item well before Act 3 will severely unbalance your game, and may even affect it at the appropriate 5e levels where you could obtain this item, generally levels 10-11+. The other uniques will vary in power level, but I've done my best to balance them reasonably. I am open to suggestions on balancing. 
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Each staff in this mod features a new mechanic: Power Attunement.

Power Attunement is a unique spell on each staff which grants the wielder a new action resource called Staff Charges. These charges fuel the spells contained within the staff. It is usable once per long rest, and will need to be cast after each rest to continue using the spells on the staves. Each staff has it's own unique spell and action resources, and thus Staff Charges from one staff will not work on spells from a different staff.

Currently, staves are located in the Tutorial Chest and are purchasable from certain locations in Act 3. In future updates some staves will be added as boss or quest loot. 


Staff of Power
Power Attunement: 20 Staff Charges
Location: Danthelon's Dancing Axe
Spells: Globe of Invulnerability (6 Charges), Hold Monster (5 Charges), Fireball (5th Level, 5 Charges), Lightning Bolt (5th Level, 5 Charges), Cone of Cold (5th Level, 5 Charges), Magic Missile (2nd Level, 2 Charges)
Passive Features:
Staff of Power: +2AC, +2 to Spell Attack Rolls, +2 to Spell Save DC
Power Strike: A reaction on hit with the staff. Expend 1 Charge to deal an extra 1d6 Force damage.
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The Cardinal Animist
Power Attunement: 20 Staff Charges
Location: The Devil's Fee
Spells: Conjure Myrmidon (10 Charges or 1 Myrmidon Charge)
Passive Features: +2AC, +2 to Spell Attack Rolls, +2 to Spell Save DC
Passive Features:
Siphoned Strike: A reaction on hit with the staff. Expend 1 Charge to deal 1d6 extra damage of the current siphoned element.
Passive Features: +2AC, +2 to Spell Attack Rolls, +2 to Spell Save DC
Elemental Siphoning: 
Once per short rest, you may spend 1 Myrmidon Charge to summon a Myrmidon of any of the 4 Cardinal Elements (Air (Lightning), Fire, Water (Cold), or Earth(Poison)). Alternatively, you can spend 10 Staff Charges to change the current element. While you are in 30m of the Myrmidon, you gain unique buffs depending on the element:

Fire: Gain Immunity to fire damage. Unlock the spells Fireball (5th Level), Firewall, Firebolt, and Haste (as a Bonus Action). Additionally, your fire cantrips do 2d4 bonus damage.
Water: Gain immunity to cold damage. Unlock the the spells Cone of Cold, Sleet Storm, Ray of Cold, and Misty Step. Additionally, your cold cantrips do 2d4 bonus damage.
Air: Gain immunity to lightning damage. Unlock the spells Lightning Bolt (5th Level), Lightning Arrow, Shocking Grasp, and Grant Flight (as a Bonus Action). Additionally, your lightning cantrips do 2d4 bonus damage.
Earth: Gain immunity to poison damage. Unlock the spells Erupting Earth, Flesh to Stone, Ray of Sickness, and Stoneskin (as a Bonus Action). Additionally, your lightning cantrips do 2d4 bonus damage. 
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The Song of Creation
In development!

The Whir of Invention
In development!



I will continue to update this mod over time, adding new staves or varying rarity and power with unique spells, mechanics, and effects.