1. Objects

Staff of Favorable Winds

Staff of Favorable Winds Reference (TGS1)

Staff, weapon (quarterstaff), very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

Simple weapon, melee weapon

1d6 bludgeoning - versatile (1d8)


While you hold this staff, areas affected by strong winds do not count as difficult terrain for you.

The staff has 10 charges. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it using the required casting time as well as your spell save DC: cone of cold (5 charges), feather fall (1 charge), gust of wind (2 charges), or wind wall (3 charges).

In addition, while holding the staff, you can create a harmless sensory effect using the air. You can cause leaves to rustle, slam shutters closed in a sudden gust, or cause your clothing to billow dramatically.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to dust and is blown away by a sudden flurry of wind.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

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