Wabbajack (5e Equipment)

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Staff, legendary (requires attunement by a spellcaster)

This staff has 7 charges. While holding it, you can use an action to expend 1 of its charges and target a creature up to 60 feet away from you. Roll d100 and consult the following table to discover what happens.
The staff regains 1d6 + 1 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles into dust and is destroyed.

If no target is designated, the staff automatically targets the nearest available creature within 60 ft, or yourself if no other creature is available.

If any creature dies as a result of using the Wabbajack and is not brought back to life by other means, it is restored to its pre-Wabbajacked state after 1d4 weeks at the place where it died.

Wabbajack Table[edit]

% (d100) Result
1-8 You deal 6d6 nonlethal fire damage to yourself and catch on fire.
9-14 You transform the target creature into a wraith under the GM's control for 10 minutes.
15-17 You transform the target creature into a metal bucket for 1d4 hours.
18-23 You transform yourself into a chair for 1d4 days.
24-27 The target creature must succeed a DC 20 Constitution saving throw or take 1d20 necrotic damage.
28-33 The target creature must make a DC 15 Wisdom saving throw or be knocked unconscious for 1 minute.
34-42 All creatures within a 100-foot radius of the target take 1 radiant damage and the target takes necrotic damage equal to the number of creatures affected.
43-49 Make a DC 25 Constitution saving throw. On a failure, you suffer 4d10 nonlethal damage. On a success, you gain 100 temporary hit points for 1 minute.
50 Roll 1d6-1. You may cast any one spell of this level once within the next 24 hours without expending a spell slot or material components. If the spell is not cast at the end of that period, it is wasted.
51-59 The target must make DC 15 Constitution saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one. The target also catches on fire. If a creature succeeds on its saving throw, you take the remainder of the damage.
60-71 You cast the polymorph spell, transforming the target into a rat.
72-73 Make a DC 10 Constitution saving throw. On a failure, you take 100 damage of a damage type of your choice. On a success, you take 10 damage of a damage type your choice.
74-80 The target creature must succeed on a DC 15 Constitution saving throw or be polymorphed into a flumph for 1d4 rounds.
81-86 Each creature within 5 feet of the target takes 2d10 radiant damage. Make a DC 15 Constitution saving throw. On a failure, you also take 2d10 radiant damage. On a success, you deal an additional 4d10 necrotic damage to the same targets you affected before.
87-90 You transform the target creature into a magical +3 longsword you are automatically proficient in. The creature is completely aware of its surroundings and the happenings while it is the sword. This effect wears off after 24 hours.
91-99 Make a DC 15 Wisdom saving throw. On a failed save, you take 2d10 fire damage. On a successful save, you resist fire damage until you finish a long rest.
100 The target creature must succeed on a DC 15 Constitution saving throw or be polymorphed into a pile of 1000 platinum pieces for 24 hours. All of the platinum vanishes at the end of the duration and the creature reappears where the effect took place.

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