Staff of Azeroth (5e Equipment)

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Staff, very rare (major) (requires attunement)

This ornate wooden staff bears the name "Azeroth". It functions as a spellcasting focus and as a +1 quarterstaff. When an attuned creature says "Azeroth" or uses the staff to cast a spell using a spell slot, it activates - roll on the following table. If the staff has not activated for 24 hours, it will activate 1d6 times at an inconvenient moment. Where the table says "target", this is the target of the spell or a random creature the wielder can see.


Staff Table[edit]
% (d100) Arrow Effect
1 Magic Missile, first level, cast at the target.
2 Sleep, first level, cast at the target.
3 Fireball, 6d6 damage, centered on target or 30 feet directly ahead.
4 Lightning Bolt, 6d6 damage, at target or directly ahead.
5 A single arrow with a +5 attack roll to hit, 1d8 damage, at the target.
6 Pink silly string coats the target, forcing them to make a Dexterity save against the wielder's spell DC or be restrained for one round.
7 A chicken appears and is flung directly at the target.
8 Immaculate clown makeup is applied to the target.
9 A beam shoots out! The target is affected by the Slow spell, using the wielder's spell DC.
10 The wielder makes a spell attack roll against the target, launching a cream pie at them. Roll 1d4 for flavor: chocolate, banana, lemon, coconut.
11 A swarm of bees is summoned 30 feet from the wielder. The bees are indifferent to all creatures at first.
12 1d4 poison dart frogs are summoned 30 feet from the wielder. They are indifferent to all creatures at first.
13 One of the target's limbs, rolled randomly, becomes the limb of a (roll 1d4) lobster, llama, squid, manatee.
14 A ray of corrosion crumbles away all nonmagical ferrous metal on the target, or in a 5 foot cube.
15 A 5 foot diameter bowling ball is summoned 30 feet from the wielder in an unoccupied space. It rolls downhill.
16 The target is afflicted with Slimy Doom if it fails a Constitution save, using the wielder's spell DC.
17 A jet of water launches out, using the wielder's spell attack. If it hits anything, it deals 1d4 bludgeoning damage and pushes any Medium or smaller target 20 feet.
18 1d100 copper pieces launch out in a 30 foot cone. Anyone in the area must make a Dexterity save, using the wielder's spell DC. They take 2d20 bludgeoning damage on a failed save, or half that on a successful save.
19 The wielder makes one spell attack roll, dealing 2d6 fire damage on a hit.
20 The target loses all their hair.
21 A 10-foot wide pit opens under the target, and they fall in if they fail a Dexterity save against the wielder's spell DC.
22 The target grows wings, gaining a 30 foot flying speed if it doesn't already have one.
23 The target grows tentacles on their face.
24 The target grows horns, which lets them make a Strength-based attack for 1d6 damage.
25 The target grows large elephant ears.
26 The wielder becomes caught in an iron cage, 10 feet on each side.
27 The target turns bright pink.
28 The target is covered in honey.
29 2d6 silver pieces fall from the wielder's ears.
30 The target must make a Constitution save against wielder's spell DC, becoming a Medium rabbit for 1 hour, as Polymorph, if they fail.
31 A tree grows beneath the wielder, lifting them 20 feet up.
32 100 dead fish fall upon the wielder.
33 Heavy rain falls in a 30 foot radius around the wielder.
34 A rhinoceros is summoned. It is unfriendly to all creatures and sings brief rhymes to mock and bully them.
35 An elephant is summoned adjacent to the wielder. It is indifferent to all creatures at first.
36 A mouse is summoned adjacent to the wielder. It is frightened of everything.
37 600 butterflies are summoned around the wielder. Their space is lightly obscured for one round.
38 The wielder is affected by the Reduce spell for 1 hour.
39 Flowers grow in a 10 foot radius around the wielder.
40 800 rubber balls fall and bounce in a 10 foot radius around the wielder. All creatures in the area must make a Dexterity save using the wielder's spell DC or fall prone.
41 Both the target and the wielder are now wearing garish 70's suits.
42 The target is affected by the Enlarge spell for 1 hour.
43 A portrait of the target appears adjacent to the target.
44 A boot appears adjacent to the target.
45 A blanket appears, covering the target's head. They may spend an action to remove it.
46 A blanket appears, covering the wielder's head. They may spend an action to remove it.
47 A leprechaun appears 30 feet from the wielder. They are indifferent to all creatures at first.
48 Anything the target is holding is bedazzled.
49 The wielder believes they can cast the Wish spell once within the next 24 hours. When they do, nothing happens.
50 The target grows leafy branches on their head.
51 The wielder grows leafy branches on their head.
52 A giraffe appears 30 feet from the wielder. They are indifferent to all creatures at first.
53 The wielder's voice becomes squeaky for 1d10 hours.
54 The wielder's voice becomes deep for 1d10 hours.
55 The wielder becomes a centaur version of themself.
56 The wielder falls asleep for 1d4 rounds.
57 The wielder is affected by Enhance Ability (Bull's Strength).
58 The wielder may detect the target's surface thoughts for 1 minute.
59 Invisibility, cast on the wielder.
60 Invisibility, cast on the target.
61 The wielder is affected by Enhance Ability (Owl's Wisdom).
62 The wielder is affected by Enhance Ability (Fox's Cunning).
63 The target is affected by Flesh To Stone, using the wielder's save DC.
64 The target gains resistance to bludgeoning, piercing and slashing damage for 1 minute.
65 A Stinking Cloud appears, centered on the wielder, using the wielder's save DC.
66 A Stinking Cloud appears, centered on the target, using the wielder's save DC.
67 The wielder becomes a Giant Scorpion, as the Polymorph spell.
68 The wielder is afflicted with an annoying but harmless cough.
69 The wielder is afflicted with an annoying but harmless mustache.
70 An illusory trumpeter appears and follows the wielder's commands for 1 hour.
71 An illusory red dragon appears and follows the wielder's commands for 1 hour.
72 The target is dressed in a costume of the wielder's choice.
73 The target is blinded if they fail a Constitution save, using wielder's save DC.
74 Tasha's Hideous Laughter, cast on wielder, using wielder's save DC.
75 Tasha's Hideous Laughter, cast on target, using wielder's save DC.
76 A permanently invisible Werewolf is summoned adjacent to the wielder, and attempts to grapple and pin them in a wrestling match.
77 A permanently invisible Werewolf is summoned adjacent to the target, and attempts to grapple and pin them in a wrestling match.
78 The target is deafened if they fail a Strength save, using wielder's spell DC.
79 The wielderis deafened if they fail a Strength save, using wielder's spell DC.
80 An illusory cuckoo clock effect appears out of the wielder's mouth every time they open it for the next 2d12 hours.
81 All the wielder's currently prepared spells are modified and allow no saving throws. This lasts until the next time the wielder regains spell slots.
82 All the wielder's currently prepared spells are cast at once, in order from highest to lowest level. If the wielder is a spontaneous caster, they spend all their spell slots on random known spells.
83 The target must make a Wisdom save, using the wielder's save DC. If they fail they must sing a popular song of the wielder's choice.
84 A hungry swarm of mosquitoes is summoned adjacent to the wielder. They become poisoned from itchy bites.
85 A tombstone rises from the ground, bearing the wielder's name.
86 1d100 bananas fall from the target's mouth.
87 The target is now holding a red flag with a gold hammer and sickle.
88 The wielder's ability scores are all increased by 2 for 2d4 rounds.
89 The target appears as a skeletal version of themself for 1d6 days.
90 The target is put on roller skates. They make a Dexterity save, using the wielder's save DC. On a failure, they must use all their movement to travel in a random direction on their next turn.
91 The target rages as a first-level barbarian.
92 The wielder and the target teleport and swap places.
93 The target appears to shatter like glass, but at the end of their next turn they reform with full hit points.
94 The wielder and the target swap outfits.
95 The target must make a Wisdom save, using the wielder's save DC. If they fail they become frightened of the wielder for 1 hour.
96 The target's hair, if any, grows 2 feet longer.
97 A ghost is summoned adjacent to the target. They are hostile to the wielder and attempt to possess the target to do them harm.
98 1d6+1 demons of CR 10 or higher are summoned within 30 feet of the wielder. They demand that the wielder should judge their contest of (roll 1d4) beauty, music, juggling orphans, staring. Any disappointed demons quickly become enraged.
99 A tidal wave of gravy, 20 feet wide and 60 feet long, rushes away from the wielder.
100 The Staff of Azeroth is upgraded in an awesome arcane display, becoming a +2 quarterstaff with an even better d100 table.
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