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Wabbajack

Staff, legendary (requires attunement by a spellcaster)

This staff has 7 charges. While holding it, you can use an action to expend 1 of its charges and target a creature up to 60 feet away from you. Roll d100 and consult the following table to discover what happens.
The staff regains 1d6 + 1 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles into dust and is destroyed.

If no target is designated, the staff automatically targets the nearest available creature within 60 feet, or yourself if no other creature is available.

If any creature dies as a result of using the Wabbajack and is not brought back to life by other means, it is restored to its pre-Wabbajacked state after 1d4 weeks at the place where it died.

Wabbajack Tableedit
% (d100)Result
1-8You take 6d6 fire damage and catch on fire.
9-14You transform the target creature into a wraith under the GM's control for 10 minutes.
15-17You transform the target creature into a metal bucket for 1d4 hours.
18-23You transform yourself into a chair for 1d4 days.
24-27The target creature must succeed a DC 20 Constitution saving throw or take 1d20 necrotic damage.
28-33The target creature must make a DC 15 Wisdom saving throw or be knocked unconscious for 1 minute.
34-42All creatures within a 100-foot radius of the target take 1 radiant damage and the target takes necrotic damage equal to the number of creatures affected.
43-49Make a DC 25 Constitution saving throw. On a failure, you take 4d10 necrotic damage. On a success, you gain 100 temporary hit points for 1 minute.
50Roll 1d6 - 1. You may cast any one spell of this level once within the next 24 hours without expending a spell slot or material components. If the spell is not cast at the end of that period, it is wasted.
51-59The target must make DC 15 Constitution saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one. The target also catches on fire. If a creature succeeds on its saving throw, you take the remainder of the damage.
60-71You cast the polymorph spell, transforming the target into a rat.
72-73Make a DC 10 Constitution saving throw. On a failure, you take 100 damage of a damage type of your choice. On a success, you take 10 damage of a damage type of your choice.
74-80The target creature must succeed on a DC 15 Constitution saving throw or be polymorphed into a flumph for 1d4 rounds.
81-86Each creature within 5 feet of the target takes 2d10 radiant damage. Make a DC 15 Constitution saving throw. On a failure, you also take 2d10 radiant damage. On a success, you deal an additional 4d10 necrotic damage to the same targets you affected before.
87-90You transform the target creature into a +3 longsword you are automatically proficient in. The creature is completely aware of its surroundings and the happenings while it is the sword. This effect wears off after 24 hours.
91-99Make a DC 15 Wisdom saving throw. On a failed save, you take 2d10 fire damage. On a successful save, you gain resistance to fire damage until you finish a long rest.
100The target creature must succeed on a DC 15 Constitution saving throw or be polymorphed into a pile of 1,000 platinum pieces for 24 hours. All of the platinum vanishes at the end of the duration and the creature reappears where the effect took place.


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