Staff of Vaka
Dormant - Staff of the Fallen Cardinal
Show Dormant FeaturesThe Fallen Cardinal
This staff is a sentient staff controlled by the DM, with 1000 non-healable HP. The staff takes all damage the user does while equipped. While attuned, both the staff and the wielder are vulnerable to fire damage. When the user is affected by fire damage or takes more than 30 damage in a single hit, the Staff surges in retaliation (See Hjallbörn Tables ). Roll a d10 on the Fuck You Table as the listed effect takes hold. When the user or the staff are affected by strong emotions, such as during combat (or at player/DM discretion), the Staff will surge with magical energy. Roll a d20 on the Emotional Surge Table as the listed effect takes hold. As a bonus action, shout a command to the staff as the Cardinal flies out to do your bidding. May be subject to Emotional Surge depending on the action and the mood of the staff.Everything But The Kitchen Sink
This staff has 10 charges. As an action, you may expend charges to cast the following spells. Regain all expended charges after a long rest. When expending a charge, Roll a d20. On a 1-5, roll a d100 on the Wild Magic Surge Table.- Conjure Animals - 1 charge
- Daylight - 1 charge
- Dispel Magic - 2 charges
- Polymorph - 3 charges
- Commune with Nature - 3 charges
- Mass Cure Wounds - 4 charges
- Heal - 5 charges
Awakened - Staff of the Dark Phoenix
Show Awakened FeaturesThe Phoenix
This staff is a sentient staff controlled by the DM, with 250 HP. The staff takes all damage the user does while equipped. The staff naturally heals 1d6/round which it shares with the user. While attuned, both the staff and the wielder are resistant to fire damage and radiant damage. Once The Phoenix drops to zero hit points, the staff explodes in a large fireball that deals 2d100 damage in a 100ft radius, spell sculpted to protect the user an up to 10 allies of The Phoenix's choice. Current HP: 1000.""Emotionally Volatile""
When the user is affected by fire or radiant damage, or if the user takes more than 30 damage in a single hit, the Staff surges in retaliation. Roll a d10 on the Fuck You Table as the listed effect takes hold. When the user or the staff are affected by strong emotions, such as during combat (or at player/DM discretion), the Staff will surge with magical energy. Roll a d20 on the Emotional Surge Table as the listed effect takes hold.Through Thick and Thin
As a bonus action, shout a command to the staff as the Phoenix flies out to do your bidding. May be subject to Emotional Surge depending on the action and the mood of the staff. Additionally, the staff may act randomly of it's own accord. Nobody tells Gil what to do.Blessing of the Phoenix
While attuned, this Staff permanently grants you the effects of the spells Speak with Animals/Plants, Water Walk, Tree Stride, and Control Flame.Everything But The Kitchen Sink
This staff has 15 charges. As an action, you may expend charges to cast the following spells. You may upcast spells cast with the staff by expending additional charges, one per level. Regain all expended charges after a long rest. When expending a charge, Roll a d20. On a 1-5, roll a d100 on the Wild Magic Surge table.- Daylight - 1 charge
- Conjure Animals - 2 charges
- Dispel Magic - 2 charges
- Fireball - 2 charges
- Wall of FIre - 3 charges
- Immolation - 3 charges
- Polymorph - 3 charges
- Widogast's Web of Fire - 3 charges
- Mass Cure Wounds - 4 charges
- Heal - 5 charges
- Transport via Plants - 6 charges
- Fire Storm - 6 charges
- Sunburst - 7 charges
Exalted - Staff of Vaka
Óðr, Sunscourge
This staff is a sentient staff controlled by the DM, with 250 HP. Now reborn in his original godly visage, Óðr prefers the name Gil, and the form of a red cardinal, as he says it's "unassuming" (as if he could be unassuming at any given moment). Gil takes all damage the user does while equipped. He naturally heals 2d12/round which he shares with the user. While attuned, both Óðr and the wielder are immune to fire and radiant damage. Once Óðr drops to zero hit points, the staff explodes in a large fireball that deals 20d20 damage in a 300ft radius, spell sculpted to protect the user and up to 10 allies of Óðr's choice. The Staff remains after this explosion, void of all charges. As the sun rises the following day, Óðr reappears, and the Staff regains all charges. Current HP: 500.""Emotionally Volatile""
When the user is affected by fire or radiant damage, or if the user takes more than 30 damage in a single hit, the Staff surges in retaliation. Roll a d10 on the Fuck You Table as the listed effect takes hold. When the user or the staff are affected by strong emotions, such as during combat (or at player/DM discretion), the Staff will surge with magical energy. Roll a d20 on the Emotional Surge Table as the listed effect takes hold. Staff TablesThrough Thick and Thin
As an action, shout a command to the staff as Óðr, Sunscourge flies out to do your bidding. May be subject to Emotional Surge depending on the action and the mood of the staff. Additionally, the staff may act randomly of it's own accord. Óðr is able to cast one spell of each level per day, resetting at moonrise.Weave Expansion
Enables casting of spells greater than 9th level.Wreath of Flame
While attuned, the user gains one Legendary Resistance. Expended resistance regenerates after a long rest.Blessing of the Sun
While attuned, this Staff permanently grants you the effects of the spells Speak with Animals/Plants, Water Walk, Tree Stride, Control Flame, and Freedom of Movement. While attuned, you may cast the spell Investiture of Flame at will, and gain a permanent fly speed of 60ft.Everything But The Kitchen Sink
This staff has 25 charges. As an action, you may expend charges to cast the following spells. On a short rest, roll a d20 and regain that many charges. Once you regain charges in this way, you may not do so again until you finish a long rest. Regain all expended charges after a long rest. When expending a charge, Roll a d20. On a 1-5, roll a d100 on the Wild Magic Surge table.- Daylight - 1 charge
Daylight
3-level Evocation
Casting Time 1 ActionRange 60 ftDuration 1 hourComponents V, SA 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Class(es): Cleric, Druid, Paladin, Ranger, Sorcerer - Dispel Magic - 2 charges
Player's Handbook
Dispel Magic
3-level Abjuration
Casting Time 1 actionRange 120 feetDuration InstantaneousComponents V,SChoose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard - Fireball - 2 charges
Player's Handbook
Fireball
3-level Evocation
Casting Time 1 actionRange 150 feetDuration InstantaneousComponents V,S,M (ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Class(es): Sorcerer, Wizard - Conjure Animals - 3 charge
Basic Rules (2014)
Conjure Animals
3-level Conjuration
Casting Time: 1 actionRange/Area: 60ftComponents: V, SDuration: 1 HourDamage/Effect: SummoningYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics. Sample creatures can be found below.Available for: Druid, Ranger, Oracle - Wall of Fire - 3 charges
PHB
Wall of Fire
4-level Evocation
Casting Time 1 ActionRange 120ftDuration Concentration, up to 1 MinuteComponents V, S, MMaterials a small piece of phosphorusYou create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.Class(es): Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Forge Domain), Cleric (Light Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster), Warlock (The Celestial), Warlock (The Fiend) - Immolation - 3 charges
XGtE
Immolation
5-level Evocation
Casting Time: 1 actionRange/Area: 90ft.Components: VerbalDuration: Concentration, 1 minuteAttack/Save: DEX SaveDamage/Effect: FireFlames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.Available for: Sorcerer, Wizard - Polymorph - 3 charges
Polymorph
4-level Transmutation
Casting Time 1 ActionRange 60ftDuration Concentration, up to 1 HourComponents V, S, MMaterials a caterpillar cocoonThis spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Class(es): Bard, Druid, Sorcerer, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster) - Web of Fire - 3 charges
Critical Role
Web of Fire
4-level Evocation
Casting Time: 1 actionRange/Area: 60ftComponents: Verbal, Somatic, MaterialMaterials: A cat's cradle of thread or string coated in phosphorusDuration: InstantaneousAttack/Save: DEXDamage/Effect: FireStriking both palsm fown upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a randge of 60ft, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Decterity saving throw, taking 8dt fire damage on a failed save, or half as much damage on a successful one. Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much on a successful one. The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.At higher levels: When you cASt this spell using a spell slot of 5th Level or higher, the damage increases by 1d6 for each slot level above 4th.Available for: Wizard, Sorcerer, Oracle - Mass Cure Wounds - 4 charges
Player's Handbook
Mass Cure Wounds
5-level Evocation
Casting Time 1 actionRange 60 feetDuration InstantaneousComponents V, SA wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.Class(es): Bard, Cleric, Druid, Artificer (Battle Smith), Sorcerer (Divine Soul) - Greater Restoration - 5 charges
Player's Handbook
Greater Restoration
5-level Abjuration
Casting Time 1 actionRange TouchDuration InstantaneousComponents V, S, MMaterials Diamond dust worth at least 100 gp, which the spell consumesYou imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Class(es): Artificer, Bard, Cleric, Druid, Sorcerer (Divine Soul), Warlock (Celestial)
- Heal - 5 charges
Player's Handbook
Heal
6-level Necromancy
Casting Time 1 actionRange 60 feetDuration InstantaneousComponents V,SChoose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.Class(es): Cleric, Druid - Sunbeam - 5 charges
SRD
Sunbeam
6-level Evocation
Casting Time: 1 actionRange/Area: Self (60 ft. line)Components: Verbal, Somatic, MaterialMaterials: a magnifying glassDuration: Concentration, 1 minuteAttack/Save: CON SaveDamage/Effect: RadiantA beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.Available for: Druid, Sorcerer, Wizard - Transport via Plants - 6 charges
- Fire Storm - 6 charges
Fire Storm
7-level Evocation
Casting Time 1 actionRange 150 feetDuration InstantaneousComponents VSA storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Class(es): Cleric, Druid, Sorcerer - Sunburst - 7 charges
SRD
Sunburst
8-level Evocation
Casting Time: 1 actionRange/Area: 150ft. (60 ft. sphere)Components: Verbal, Somatic, MaterialMaterials: fire and a piece of sunstoneDuration: InstantAttack/Save: CON SaveDamage/Effect: RadiantBrilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.Available for: Druid, Sorcerer, Wizard - Cruel Sun - 20 charges
The Grand Game
Cruel Sun
9-level Evocation
Range/Area: 1 mileComponents: VSMMaterials: Divine blood or an Artifact of VakaDuration: InstantaneousAttack/Save: DEX SaveDamage/Effect: fire, radiantAn incredible firey explosion appears at a point of your choosing, radiating incredible heat. Each creature in a 60-foot-radius sphere centered on each point you choose must make a Dexterity saving throw as you launch the sphere in their direction. The sphere spreads around corners. A creature takes 20d8 fire damage and 20d8 radiant damage on a failed save, or half as much damage on a successful one. The spell melts objects in the area and sublimates flammable objects that aren't being worn or carried. Any water in the area is instantly evaporated.Available for: Oracle, Wizard, Druid, Cleric