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Arcanum Aegis

staff, very rare (requires attunement by a spellcaster)

The staff, carved from the heartwood of an ancient oak that grew upon the pulsing veins of a magical leyline, is a masterpiece of arcane craftsmanship. It stands as tall as a grown man, with a girth that suggests the strength of the tree from which it was hewn. Runes and sigils are etched along its length, and a vine is spiraling up to the crown where a crystal, clear as the purest spring water, is set. This crystal pulses with a soft glow, a heartbeat of magic that syncs with the leyline’s rhythm.

Spells

The Arcanum Aegis can hold up to 10 charges and regains expended charges daily at dawn. It can be used to cast one of the following spells without using a spell slot at the cost of 1 charge per spell level.
ChargesSpells
1Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
2Aid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

View on dndbeyond.com
, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com
, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

View on dndbeyond.com
3Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com
4Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Death Ward (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

When the target drops to 0 hp for the first time, it automatically returns to 1 hp.

View on dndbeyond.com
, Guardian of Nature (transmutation)
Level: 4
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Transform the caster into a Primal Beast (+10 ft, darkvision, ...) or a Great Tree (+10 hp, advantage to some rolls, ...).

View on dndbeyond.com
5Awaken (transmutation)
Level: 5
Casting Time: 8 hours
Concentration: No
Ritual: No

Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days.

View on dndbeyond.com
, Maelstrom (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius must succeed on a Str. save or take 6d6 bludgeoning damage and be pulled towards the center.

View on dndbeyond.com
, Passwall (transmutation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster.

View on dndbeyond.com
6Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

View on dndbeyond.com
, Move Earth (transmutation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.

View on dndbeyond.com
, Transport via Plants (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The caster can move from one plant to another plant (Large or larger) using 5 ft.

View on dndbeyond.com

Protective Aura

When you cast a spell using the staff, you gain temporary hit points equal to the spell’s level.

Spell Echo

When you use an action to cast a spell of 3rd level or lower, you can use your reaction to cast the same spell again, without expending a spell slot or charges from the staff. Once you use this feature, you can't use it again until you finish a long rest.

Arcane Convergence

Arcanum Aegis has the ability to absorb the residual energy from spells. Whenever a spell of 1st level or higher is cast within 30 feet of you, you can roll a d6. On a 5 or 6, the staff absorbs a portion of the magic and gains a charge.

Spell Amplification

Your spell save DC and spell attack bonus each increase by 1.

Recharge

If you expend the staff's last charge, roll a d20. On a 20, the staff regains all it's charges.
Upgrade (optional): If you roll a 20 to recharge the staff, the DM can choose to upgrade it to the next rarity.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Arcanum Aegis

staff, common

The staff, carved from the heartwood of an ancient oak, stands tall as a grown man with a girth that suggests the strength of the tree from which it was hewn. Runes and sigils are etched along its length, and a vine is spiraling up to the crown where a gem, currently opaque and devoid of any glow or pulse, is set. This staff, though impressive in craftsmanship, seems dormant, lacking the magical heartbeat it once possessed.

Charge

While dormant, the staff can absorb ambient magic from nearby spells. Whenever a spell of 1st level or higher is cast within 30 feet of the staff, roll a . On a 20, the staff absorbs the magic, awakens its true potential, and evolves into it's uncommon rarity.
background image

Arcanum Aegis

staff, uncommon (requires attunement by a spellcaster)

The staff, carved from the heartwood of an ancient oak that grew upon the pulsing veins of a magical leyline, is a masterpiece of arcane craftsmanship. It stands as tall as a grown man, with a girth that suggests the strength of the tree from which it was hewn. Runes and sigils are etched along its length, and a vine is spiraling up to the crown where a crystal, clear as the purest spring water, is set. This crystal pulses with a soft glow, a heartbeat of magic that syncs with the leyline’s rhythm.

Spells

The Arcanum Aegis can hold up to 5 charges and regains expended charges daily at dawn. It can be used to cast one of the following spells without using a spell slot at the cost of 1 charge per spell level.
ChargesSpells
1Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com

Spell Echo

When you use an action to cast a spell of 1st level or lower, you can use your reaction to cast the same spell again, without expending a spell slot or charges from the staff. Once you use this feature, you can't use it again until you finish a long rest.

Recharge

If you expend the staff's last charge, roll a d20. On a 20, the staff regains all it's charges.
Upgrade (optional): If you roll a 20 to recharge the staff, the DM can choose to upgrade it to the next rarity.
background image

Arcanum Aegis

staff, rare (requires attunement by a spellcaster)

The staff, carved from the heartwood of an ancient oak that grew upon the pulsing veins of a magical leyline, is a masterpiece of arcane craftsmanship. It stands as tall as a grown man, with a girth that suggests the strength of the tree from which it was hewn. Runes and sigils are etched along its length, and a vine is spiraling up to the crown where a crystal, clear as the purest spring water, is set. This crystal pulses with a soft glow, a heartbeat of magic that syncs with the leyline’s rhythm.

Spells

The Arcanum Aegis can hold up to 6 charges and regains expended charges daily at dawn. It can be used to cast one of the following spells without using a spell slot at the cost of 1 charge per spell level.
ChargesSpells
1Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
2Aid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

View on dndbeyond.com
, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com
, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

View on dndbeyond.com
3Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com

Spell Echo

When you use an action to cast a spell of 2nd level or lower, you can use your reaction to cast the same spell again, without expending a spell slot or charges from the staff. Once you use this feature, you can't use it again until you finish a long rest.

Protective Aura

When you cast a spell using the staff, you gain temporary hit points equal to the spell’s level.

Arcane Convergence

Arcanum Aegis has the ability to absorb the residual energy from spells. Whenever a spell of 1st level or higher is cast within 30 feet of you, you can roll a d6. On a 5 or 6, the staff absorbs a portion of the magic and gains a charge.

Recharge

If you expend the staff's last charge, roll a d20. On a 20, the staff regains all it's charges.
Upgrade (optional): If you roll a 20 to recharge the staff, the DM can choose to upgrade it to the next rarity.
background image

Arcanum Aegis

staff, very rare (requires attunement by a spellcaster)

The staff, carved from the heartwood of an ancient oak that grew upon the pulsing veins of a magical leyline, is a masterpiece of arcane craftsmanship. It stands as tall as a grown man, with a girth that suggests the strength of the tree from which it was hewn. Runes and sigils are etched along its length, and a vine is spiraling up to the crown where a crystal, clear as the purest spring water, is set. This crystal pulses with a soft glow, a heartbeat of magic that syncs with the leyline’s rhythm.

Spells

The Arcanum Aegis can hold up to 10 charges and regains expended charges daily at dawn. It can be used to cast one of the following spells without using a spell slot at the cost of 1 charge per spell level.
ChargesSpells
1Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
2Aid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

View on dndbeyond.com
, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com
, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

View on dndbeyond.com
3Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com
4Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Death Ward (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

When the target drops to 0 hp for the first time, it automatically returns to 1 hp.

View on dndbeyond.com
, Guardian of Nature (transmutation)
Level: 4
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Transform the caster into a Primal Beast (+10 ft, darkvision, ...) or a Great Tree (+10 hp, advantage to some rolls, ...).

View on dndbeyond.com
5Awaken (transmutation)
Level: 5
Casting Time: 8 hours
Concentration: No
Ritual: No

Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days.

View on dndbeyond.com
, Maelstrom (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius must succeed on a Str. save or take 6d6 bludgeoning damage and be pulled towards the center.

View on dndbeyond.com
, Passwall (transmutation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster.

View on dndbeyond.com
6Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

View on dndbeyond.com
, Move Earth (transmutation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.

View on dndbeyond.com
, Transport via Plants (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The caster can move from one plant to another plant (Large or larger) using 5 ft.

View on dndbeyond.com

Protective Aura

When you cast a spell using the staff, you gain temporary hit points equal to the spell’s level.

Spell Echo

When you use an action to cast a spell of 3rd level or lower, you can use your reaction to cast the same spell again, without expending a spell slot or charges from the staff. Once you use this feature, you can't use it again until you finish a long rest.

Arcane Convergence

Arcanum Aegis has the ability to absorb the residual energy from spells. Whenever a spell of 1st level or higher is cast within 30 feet of you, you can roll a d6. On a 5 or 6, the staff absorbs a portion of the magic and gains a charge.

Spell Amplification

Your spell save DC and spell attack bonus each increase by 1.

Recharge

If you expend the staff's last charge, roll a d20. On a 20, the staff regains all it's charges.
Upgrade (optional): If you roll a 20 to recharge the staff, the DM can choose to upgrade it to the next rarity.
background image

Arcanum Aegis

staff, legendary (requires attunement by a spellcaster)

The staff, carved from the heartwood of an ancient oak that grew upon the pulsing veins of a magical leyline, is a masterpiece of arcane craftsmanship. It stands as tall as a grown man, with a girth that suggests the strength of the tree from which it was hewn. Runes and sigils are etched along its length, and a vine is spiraling up to the crown where a crystal, clear as the purest spring water, is set. This crystal pulses with a soft glow, a heartbeat of magic that syncs with the leyline’s rhythm.

Spells

The Arcanum Aegis can hold up to 20 charges and regains expended charges daily at dawn. It can be used to cast one of the following spells without using a spell slot at the cost of 1 charge per spell level.
ChargesSpells
1Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
2Aid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

View on dndbeyond.com
, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

View on dndbeyond.com
, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

View on dndbeyond.com
3Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

View on dndbeyond.com
4Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

View on dndbeyond.com
, Death Ward (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

When the target drops to 0 hp for the first time, it automatically returns to 1 hp.

View on dndbeyond.com
, Guardian of Nature (transmutation)
Level: 4
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Transform the caster into a Primal Beast (+10 ft, darkvision, ...) or a Great Tree (+10 hp, advantage to some rolls, ...).

View on dndbeyond.com
5Awaken (transmutation)
Level: 5
Casting Time: 8 hours
Concentration: No
Ritual: No

Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days.

View on dndbeyond.com
, Maelstrom (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius must succeed on a Str. save or take 6d6 bludgeoning damage and be pulled towards the center.

View on dndbeyond.com
, Passwall (transmutation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster.

View on dndbeyond.com
6Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

View on dndbeyond.com
, Move Earth (transmutation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.

View on dndbeyond.com
, Transport via Plants (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The caster can move from one plant to another plant (Large or larger) using 5 ft.

View on dndbeyond.com
Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

View on dndbeyond.com
, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

View on dndbeyond.com
, Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

View on dndbeyond.com
8Animal Shapes (transmutation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Willing targets within 30 ft turn into beasts of CR 4 or lower.

View on dndbeyond.com
, Control Weather (transmutation)
Level: 8
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).

View on dndbeyond.com
, Feeblemind (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.

View on dndbeyond.com

Protective Aura

When you cast a spell using the staff, you gain temporary hit points equal to the spell’s level.

Spell Echo

When you use an action to cast a spell of 4th level or lower, you can use your reaction to cast the same spell again, without expending a spell slot or charges from the staff. Once you use this feature, you can't use it again until you finish a long rest.

Arcane Convergence

Arcanum Aegis has the ability to absorb the residual energy from spells. Whenever a spell of 1st level or higher is cast within 30 feet of you, you can roll a d6. On a 5 or 6, the staff absorbs a portion of the magic and gains a charge.

Spell Amplification

Your spell save DC and spell attack bonus each increase by 2.

Ward of the Arcanist

You gain resistance to damage from spells.

Recharge

If you expend the staff's last charge, roll a d20. On a 20, the staff regains all it's charges.
Upgrade (optional): If you roll a 20 to recharge the staff, the DM can choose to upgrade it to the next rarity.
background image

Arcanum Aegis

staff, artifact (requires attunement by a spellcaster)

The staff, carved from the heartwood of an ancient oak that grew upon the pulsing veins of a magical leyline, is a masterpiece of arcane craftsmanship. It stands as tall as a grown man, with a girth that suggests the strength of the tree from which it was hewn. Runes and sigils are etched along its length, and a vine is spiraling up to the crown where a crystal, clear as the purest spring water, is set. This crystal pulses with a soft glow, a heartbeat of magic that syncs with the leyline’s rhythm.

Spells

The Arcanum Aegis can hold up to 25 charges and regains expended charges daily at dawn. It can be used to cast one of the following spells without using a spell slot at the cost of 1 charge per spell level.
ChargesSpells
1Mage Armor (abjuration)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.

View on dndbeyond.com
, Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

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2Aid (abjuration)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).

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, Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

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, Web (conjuration)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).

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3Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

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, Dispel Magic (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

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, Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

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4Blight (necromancy)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).

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, Death Ward (abjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

When the target drops to 0 hp for the first time, it automatically returns to 1 hp.

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, Guardian of Nature (transmutation)
Level: 4
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

Transform the caster into a Primal Beast (+10 ft, darkvision, ...) or a Great Tree (+10 hp, advantage to some rolls, ...).

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5Awaken (transmutation)
Level: 5
Casting Time: 8 hours
Concentration: No
Ritual: No

Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days.

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, Maelstrom (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft radius must succeed on a Str. save or take 6d6 bludgeoning damage and be pulled towards the center.

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, Passwall (transmutation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster.

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6Disintegrate (transmutation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.

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, Move Earth (transmutation)
Level: 6
Casting Time: 1 action
Concentration: Yes
Ritual: No

Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.

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, Transport via Plants (conjuration)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

The caster can move from one plant to another plant (Large or larger) using 5 ft.

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Forcecage (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.

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, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

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, Prismatic Spray (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.

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8Animal Shapes (transmutation)
Level: 8
Casting Time: 1 action
Concentration: Yes
Ritual: No

Willing targets within 30 ft turn into beasts of CR 4 or lower.

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, Control Weather (transmutation)
Level: 8
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).

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, Feeblemind (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.

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9Foresight (divination)
Level: 9
Casting Time: 1 minute
Concentration: No
Ritual: No

1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.

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, True Polymorph (transmutation)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a creature or object into a new form (creature <-> object). The new form can be permanent.

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Protective Aura

When you cast a spell using the staff, you gain temporary hit points equal to the spell’s level.

Spell Echo

When you use an action to cast a spell of 5th level or lower, you can use your reaction to cast the same spell again, without expending a spell slot or charges from the staff. Once you use this feature, you can't use it again until you finish a long rest.

Arcane Convergence

Arcanum Aegis has the ability to absorb the residual energy from spells. Whenever a spell of 1st level or higher is cast within 30 feet of you, you can roll a d6. On a 5 or 6, the staff absorbs a portion of the magic and gains a charge.

Spell Amplification

Your spell save DC and spell attack bonus each increase by 2.

Ward of the Arcanist

You gain resistance to damage from spells.

Eternal Aegis

You are surrounded by an invisible barrier of magical force. Once per day, when you would take damage, you can use your reaction to become immune to all damage until the start of your next turn.

Wish

This staff allows you to cast Wish (conjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Duplicate a 8th level spell or lower without components, or create another effect at the DMs discretion.

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once as an action. However, the act sears into the staff's power, permanently reducing its maximum charges to 15.

Recharge

If you expend the staff's last charge, roll a d20. On a 20, the staff regains all it's charges.

Random Properties

Arcanum Aegis has the following random properties:
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental properties
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

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