Fire Staff (5e Equipment)

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This equipment is best utilized with the Spell Points variant rule (DMG pg. 288), or equivalent.

Staff, uncommon

A stronger version of the fire rod, this staff features 7 glowing gemstones, one large one and six smaller ones at the tip that act as an arcane focus. If a fire spell is cast, the rod transforms to cast the spell in place of the wielder's hands, though you can still cast spells normally. When taking the attack action, you can:

Basic Melee Attack. You swing the staff like a club. Make a melee attack. On a hit, you deal 1d4 bludgeoning damage + your Strength modifier + 1 fire damage. If you use the staff in two hands, it deals 1d6 bludgeoning damage instead.

Ranged Spell Attack (costs 1 mp). You swing the rod, and a mote of flame leaps from the tip up to a range of 120 feet, which on a hit deals 3d8 fire damage. You use your spellcasting modifier for the attack and damage rolls of this attack. If you do not have a spellcasting feature, you use your Intelligence instead. You can only make one ranged spell attack with this staff per turn. A flammable object hit by this attack ignites if it isn't being worn or carried.

Magic Melee Attack (costs 1 mp). With a burst of flame, a pyrokinetic axe head forms on either side of the head of the largest gem. Now, as you make a melee attack, the staff deals 1d6 fire and 1d6 slashing damage. While the axe head persists, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon, and a flammable object hit by the staff ignites if it isn't being worn or carried. If you do not have a spellcasting feature, you use your Intelligence instead. After 1 minute, the axe head disappears.

Fiery Aura. The staff casts bright light in a 45-foot radius and dim light for an additional 45 feet. Additionally, while you hold the staff, you don't need to make saving throws against extreme cold (see chapter 5 of the DMG).

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