Scepter of the Soulfire Phoenix | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Scepter of the Soulfire Phoenix

Rod

Legendary requires attunement by a spellcaster Requires Attunement

This segmented scepter belongs to the overgod Fenikkusu, the Soulfire Phoenix. Its upper half floats above the lower, along with four dark, metallic shards. At the center of the shards is a dark sphere. While holding the rod, the sphere at its top glows with an ember-like warmth from within. A miniscule, swirling galaxy quickly forms around it.   While attuned to the Scepter, you can use a bonus action to summon it to your empty hand from a special demiplane. The Scepter returns to its demiplane if it is more than 30 feet away from you for 1 minute or more or if you dismiss it (no action required).   While holding the Scepter, it emits bright light in a 15-foot radius, and dim light for an additional 15 feet. The light is sunlight. While the light persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.   Magic Weapon. The Scepter can also be used as a magic morningstar that grants a +2 bonus to attack and damage rolls made with it. You're considered to be proficient with it while attuned to the Scepter.   Charges. The Scepter has 10 charges for the following properties. The Scepter regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On an 11 or higher, the Scepter regains 1d4 charges. On a 10 or lower, the Scepter returns to its demiplane and can't be summoned again until the next dawn.   Spells. While holding the Scepter, you can use an action to cast one of the following spells from it, using your spell save DC and spell attack bonus: flame strike (4 charges), levitate (1 charge), meteor swarm (8 charges), reverse gravity (6 charges), scorching ray (1 charge), or sunburst (7 charges). If a spell cast in this way would deal fire damage, you can choose for the damage to be radiant instead.   Star Collapse. You can use an action to expend all of the Scepter's remaining charges to cause the sphere at the top of the Scepter to release an earth-shattering explosion from it in a 60-foot-radius sphere. Each creature within that area, including yourself, must make a DC 18 Dexterity saving throw. On a failed save, a creature takes radiant damage equal to 20 × the number of expended charges, or half as much on a successful save. Your attunement to the Scepter then ends, and the Scepter magically returns to its creator.   Destroying the Scepter. Only an overgod can destroy the weapon, which requires the power to unmake its very existence.

Type Damage Damage Range
Martial Melee 1d8 + 2 Piercing



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CashLion.

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