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Staff of the Infernal Flame

staff, artifact (requires attunement)

This staff is a powerful relic of the Nine Hells, forged from the volcanic rock of Avernus and imbued with the essence of a pit fiend. The staff is topped with a demonic skull that has a gaping hole in its crown, where lava flows and bubbles. The skull’s eyes glow with malice and hunger for destruction.

Infernal Spells

The staff has 10 charges and regains expended charges daily at dawn. You can use an action to expend some of the staff's charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

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

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
(3 charges), Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
(4 charges), or Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
(5 charges).

Infernal Branding

You can use an action to submerge a weapon or up to 20 pieces of ammunition in the lava pool inside the skull and ignite it with infernal fire. For 1 minute, the weapon or ammunition deals an extra fire damage and necrotic damage when it hits. In addition, the weapon or ammunition sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Once you use this feature you cannot do so again until the next dawn.

Dormant

The staff grants the following benefits in its dormant state:
  • You have a +1 bonus to attack and damage rolls made with this magic weapon. It counts as a quarterstaff that deals an extra fire damage and necrotic damage on a hit.

Random Properties

The Staff of the Infernal Flame has the following random properties in it's dormant state.
  • 1 minor beneficial property
  • 1 minor detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Curse

The staff has a hidden curse that is revealed when you attune to it. You become obsessed with the power of the staff and unwilling to part with it. You also develop a fiendish personality trait determined by the DM or by rolling the table below. Additionally, whenever you cast a spell from the staff or use its lava flow or infernal blast, there is a 10 percent chance that you summon one or more devils. The devils are loyal to the pit fiend who created the staff, but they may also obey you if your actions serve his interests. The DM decides what kind of devils appear and how they act. The devils disappear when they drop to 0 hit points or when the staff’s creator commands them to leave.
d6Flaw
1You are vain and obsessed with your appearance and reputation.
2You are spiteful and hold grudges against anyone who wrongs you or challenges you.
3You are envious and resent anyone who has something you desire or admire.
4You are arrogant and believe you are superior to everyone else.
5You are greedy and covet anything of value or power.
6You are ambitious and will stop at nothing to achieve your goals, even if it means betraying your friends.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Staff of the Infernal Flame

staff, artifact (requires attunement)

This staff is a powerful relic of the Nine Hells, forged from the volcanic rock of Avernus and imbued with the essence of a pit fiend. The staff is topped with a demonic skull that has a gaping hole in its crown, where lava flows and bubbles. The skull’s eyes glow with malice and hunger for destruction.

Infernal Spells

The staff has 10 charges and regains expended charges daily at dawn. You can use an action to expend some of the staff's charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

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

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
(3 charges), Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
(4 charges), or Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
(5 charges).

Infernal Branding

You can use an action to submerge a weapon or up to 20 pieces of ammunition in the lava pool inside the skull and ignite it with infernal fire. For 1 minute, the weapon or ammunition deals an extra fire damage and necrotic damage when it hits. In addition, the weapon or ammunition sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Once you use this feature you cannot do so again until the next dawn.

Dormant

The staff grants the following benefits in its dormant state:
  • You have a +1 bonus to attack and damage rolls made with this magic weapon. It counts as a quarterstaff that deals an extra fire damage and necrotic damage on a hit.

Random Properties

The Staff of the Infernal Flame has the following random properties in it's dormant state.
  • 1 minor beneficial property
  • 1 minor detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Curse

The staff has a hidden curse that is revealed when you attune to it. You become obsessed with the power of the staff and unwilling to part with it. You also develop a fiendish personality trait determined by the DM or by rolling the table below. Additionally, whenever you cast a spell from the staff or use its lava flow or infernal blast, there is a 10 percent chance that you summon one or more devils. The devils are loyal to the pit fiend who created the staff, but they may also obey you if your actions serve his interests. The DM decides what kind of devils appear and how they act. The devils disappear when they drop to 0 hit points or when the staff’s creator commands them to leave.
d6Flaw
1You are vain and obsessed with your appearance and reputation.
2You are spiteful and hold grudges against anyone who wrongs you or challenges you.
3You are envious and resent anyone who has something you desire or admire.
4You are arrogant and believe you are superior to everyone else.
5You are greedy and covet anything of value or power.
6You are ambitious and will stop at nothing to achieve your goals, even if it means betraying your friends.
background image

Staff of the Infernal Flame

staff, artifact (requires attunement)

This staff is a powerful relic of the Nine Hells, forged from the volcanic rock of Avernus and imbued with the essence of a pit fiend. The staff is topped with a demonic skull that has a gaping hole in its crown, where lava flows and bubbles. The skull’s eyes glow with malice and hunger for destruction.

Infernal Spells

The staff has 10 charges and regains expended charges daily at dawn. You can use an action to expend some of the staff's charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

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

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
(3 charges), Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
(4 charges), or Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
(5 charges).

Infernal Branding

You can use an action to submerge a weapon or up to 20 pieces of ammunition in the lava pool inside the skull and ignite it with infernal fire. For 1 minute, the weapon or ammunition deals an extra fire damage and necrotic damage when it hits. In addition, the weapon or ammunition sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Once you use this feature you cannot do so again until the next dawn.

Dormant

The staff grants the following benefits in its dormant state:
  • You have a +1 bonus to attack and damage rolls made with this magic weapon. It counts as a quarterstaff that deals an extra fire damage and necrotic damage on a hit.

Awakened

The staff grants the following benefits in addition to those of the dormant state:
  • The bonus to attack and damage rolls increases to +2, and the extra fire and necrotic damage increases to .
  • You have a +1 bonus to spell attack rolls and spell save DCs while holding the staff.
  • You can use a bonus action to activate or deactivate the staff's lava flow. While active, the staff emits bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn within 15 feet of you or the staff takes fire damage. You are immune to this damage.

Random Properties

The Staff of the Infernal Flame has the following random properties in it's awakened state.
  • 2 minor beneficial property
  • 1 minor detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Curse

The staff has a hidden curse that is revealed when you attune to it. You become obsessed with the power of the staff and unwilling to part with it. You also develop a fiendish personality trait determined by the DM or by rolling the table below. Additionally, whenever you cast a spell from the staff or use its lava flow or infernal blast, there is a 10 percent chance that you summon one or more devils. The devils are loyal to the pit fiend who created the staff, but they may also obey you if your actions serve his interests. The DM decides what kind of devils appear and how they act. The devils disappear when they drop to 0 hit points or when the staff’s creator commands them to leave.
d6Flaw
1You are vain and obsessed with your appearance and reputation.
2You are spiteful and hold grudges against anyone who wrongs you or challenges you.
3You are envious and resent anyone who has something you desire or admire.
4You are arrogant and believe you are superior to everyone else.
5You are greedy and covet anything of value or power.
6You are ambitious and will stop at nothing to achieve your goals, even if it means betraying your friends.
background image

Staff of the Infernal Flame

staff, artifact (requires attunement)

This staff is a powerful relic of the Nine Hells, forged from the volcanic rock of Avernus and imbued with the essence of a pit fiend. The staff is topped with a demonic skull that has a gaping hole in its crown, where lava flows and bubbles. The skull’s eyes glow with malice and hunger for destruction.

Infernal Spells

The staff has 10 charges and regains expended charges daily at dawn. You can use an action to expend some of the staff's charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Burning Hands (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).

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

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
(3 charges), Wall of Fire (evocation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).

View on dndbeyond.com
(4 charges), or Flame Strike (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).

View on dndbeyond.com
(5 charges).

Infernal Branding

You can use an action to submerge a weapon or up to 20 pieces of ammunition in the lava pool inside the skull and ignite it with infernal fire. For 1 minute, the weapon or ammunition deals an extra fire damage and necrotic damage when it hits. In addition, the weapon or ammunition sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Once you use this feature you cannot do so again until the next dawn.

Dormant

The staff grants the following benefits in its dormant state:
  • You have a +1 bonus to attack and damage rolls made with this magic weapon. It counts as a quarterstaff that deals an extra fire damage and necrotic damage on a hit.

Awakened

The staff grants the following benefits in addition to those of the dormant state:
  • The bonus to attack and damage rolls increases to +2, and the extra fire and necrotic damage increases to .
  • You have a +1 bonus to spell attack rolls and spell save DCs while holding the staff.
  • You can use a bonus action to activate or deactivate the staff's lava flow. While active, the staff emits bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn within 15 feet of you or the staff takes fire damage. You are immune to this damage.

Exalted

The staff grants the following benefits in addition to those of the awakened state:
  • The bonus to attack and damage rolls increases to +3, and the extra fire and necrotic damage increases to .
  • The bonus to spell attack rolls and spell save DCs increases to +2 while holding the staff.
  • You can use an action to unleash a blast of infernal fire from the staff's skull. Each creature in a 60-foot cone must make a DC 18 Dexterity saving throw, taking fire damage and necrotic damage on a failed save, or half as much damage on a successful one. Once you use this property, you can't use it again until you finish a long rest.
  • You gain resistance to fire and necrotic damage.

Random Properties

The Staff of the Infernal Flame has the following random properties in it's Exalted state.
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 minor detrimental properties
  • 1 major detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Curse

The staff has a hidden curse that is revealed when you attune to it. You become obsessed with the power of the staff and unwilling to part with it. You also develop a fiendish personality trait determined by the DM or by rolling the table below. Additionally, whenever you cast a spell from the staff or use its lava flow or infernal blast, there is a 10 percent chance that you summon one or more devils. The devils are loyal to the pit fiend who created the staff, but they may also obey you if your actions serve his interests. The DM decides what kind of devils appear and how they act. The devils disappear when they drop to 0 hit points or when the staff’s creator commands them to leave.
d6Flaw
1You are vain and obsessed with your appearance and reputation.
2You are spiteful and hold grudges against anyone who wrongs you or challenges you.
3You are envious and resent anyone who has something you desire or admire.
4You are arrogant and believe you are superior to everyone else.
5You are greedy and covet anything of value or power.
6You are ambitious and will stop at nothing to achieve your goals, even if it means betraying your friends.

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