Staff Defense 5e Dmg Stats

2021. 2. 28. 06:01카테고리 없음



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Sep 27, 2016  In our next campaign, the DM has said it will be high-magic, and to reflect this he is giving us all 1 uncommon magic item to start. I will be playing a 'God' wizard as in Treantmonk's guide, and I was initially going to take the Pearl of Power (+1 spell slot of up to 3rd level/day). However, I remembered that in the LMoP module, there is a Staff of Defense.

Quarterstaff
Simple Two-Handed Melee
Critical:×2
Range Increment:
Type:Bludgeoning
Hardness:5
SizeCostDamageWeight1hp
Fine1/1*1
Diminutive1d2/1d2*1
Tiny1d3/1d3*2
Small1d4/1d42 lb.5
Medium1d6/1d64 lb.10
Large1d8/1d88 lb.20
Huge2d6/2d6*40
Gargantuan3d6/3d6*80
Colossal4d6/4d6*160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.
  • Yes, from the Staffs section on page 140 of the DMG Unless a staff’s description says otherwise, a staff can be used as a quarterstaff. So since the description for the staff of defense doesn't say otherwise it can be used as a quarterstaff for making attacks.
  • Requires Attunement This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an.

Description

A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

Enhancements

Quarterstaff Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Wood600 gp510
Adamantinen/an/an/a
Deep Crystal1,000 gp1030Psionic
Mundane Crystal600 gp825No rusting, not metal
Darkwood640 gp5101/2 weight
Iron, Coldn/an/an/an/a
Mithraln/an/an/a
Silver, Alchemicaln/an/an/an/a
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+2,000 gp+2+10
+2+8,000 gp+4+20
+3+18,000 gp+6+30
+4+32,000 gp+8+40
+5+50,000 gp+10+50
+6+72,000 gp3+12+60
+7+98,000 gp3+14+70
+8+128,000 gp3+16+80
+9+162,000 gp3+18+90
+10+200,000 gp3+20+100
+11 or more+ bonus squared
× 20,000 gp
+ enhancement bonus × 2+ enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also

Glass Staff Of Defense 5e


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Staff Defense 5e Dmg Stats

Staff Defense 5e Dmg Stats Download

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Staff Defense 5e Dmg Stats List

Retrieved from 'https://www.dandwiki.com/w/index.php?title=SRD:Quarterstaff&oldid=351639'

Dnd 5e Base Stats

Requires 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 roll but loses all other properties. On a 20, the staff regain 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 x 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 Origin — Damage:
10 ft. away or closer — 8 x the number of Charges in the staff
11 to 20 ft. away — 6 x the number of Charges in the staff
21 to 30 ft. away — 4 x the number of Charges in the staff