Nether Oak Staff

Staff • Rare • Requires Attunement by a Spellcaster

Arcane Exemption. Spells cast from this staff aren't suppressed by the antimagic field spell or similar antimagic effects.

Charges. This staff has 6 charges and regains 1d4 + 1 expended charges daily at dawn. It can be wielded as a magic quarterstaff that grants a +1 bonus to attack rolls and damage rolls made with it.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

SPELLCHARGE COST
bestow curse3
blindness/deafness2
blight4
ray of sickness1
shillelagh0
shatter2

Curse. This staff is cursed. Attuning the staff curses you until you are targeted by the remove curse spell or similar magic; parting with the staff fails to end the curse. Whenever you finish a long rest while cursed, you must roll 1d4. Then you must expend one or more spell slots whose combined levels equal or exceed the number rolled. Otherwise, you take 10 times the result in necrotic damage, which bypasses resistances and immunities.

Nether Oak Staff

Staff • Very Rare • Requires Attunement by a Spellcaster

Arcane Exemption. Spells cast from this staff aren't suppressed by the antimagic field spell or similar antimagic effects.

Charges. This staff has 12 charges and regains 1d8 + 2 expended charges daily at dawn. It can be wielded as a magic quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

SPELLCHARGE COST
antimagic field8
bestow curse3
blindness/deafness2
blight4
contagion5
ray of sickness1
shillelagh0
shatter2

Curse. This staff is cursed. Attuning the staff curses you until you are targeted by the remove curse spell or similar magic; parting with the staff fails to end the curse. Whenever you finish a long rest while cursed, you must roll 1d8. Then you must expend one or more spell slots whose combined levels equal or exceed the number rolled. Otherwise, you take 10 times the result in necrotic damage, which bypasses resistances and immunities.

Nether Oak Staff

Staff • Legendary • Requires Attunement by a Spellcaster

Arcane Exemption. While holding this staff, you ignore the effects of antimagic field or similar antimagic effects on yourself. Your magic items continue functioning, and you can cast your own spells while inside an antimagic field.

Charges. This staff has 20 charges and regains 3d6 + 4 expended charges daily at dawn. It can be wielded as a magic quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

SPELLCHARGE COST
antimagic field8
bestow curse3
blindness/deafness2
blight4
contagion5
ray of sickness1
shillelagh0
shatter2

Curse. This staff is cursed. Attuning the staff curses you until you are targeted by the remove curse spell or similar magic; parting with the staff fails to end the curse. Whenever you finish a long rest while cursed, you must roll 1d12. Then you must expend one or more spell slots whose combined levels equal or exceed the number rolled. Otherwise, you take 10 times the result in necrotic damage, which bypasses resistances and immunities.

Using Evolving Items

Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found...

  • Character Growth. Reaching a specific level or proficiency milestone.
  • Arcane Empowerment. Enhancing the item through crafting or rituals.
  • Attunement Over Time. Deepening attunement through continued use.
  • Thematic Achievements. Fulfilling tasks or trials related to the item’s nature.
  • Divine or Infernal Favor. Gaining recognition from powerful entities.
  • Environmental Influence. Exposure to special locations or events.

By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.