#### Staff of Charming Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard), simple weapon, melee weapon, 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple --- This staff has 10 charges. While holding the staff, you can use any of its properties: - **Cast Spell.** You can expend 1 of the staff's charges to cast *Charm Person*, *Command*, or *Comprehend Languages* from it using your spell save DC. - **Reflect Enchantment.** If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - **Resist Enchantment.** If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. ***Regaining Charges.*** The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed. ***Versatile.*** A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. ***Mastery: Topple.*** If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. --- #### Staff of Charming Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard), simple weapon, melee weapon, 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple --- This staff has 10 charges. While holding the staff, you can use any of its properties: - **Cast Spell.** You can expend 1 of the staff's charges to cast *Charm Person*, *Command*, or *Comprehend Languages* from it using your spell save DC. - **Reflect Enchantment.** If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. - **Resist Enchantment.** If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. ***Regaining Charges.*** The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed. ***Versatile.*** A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. ***Mastery: Topple.*** If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. ---