D&D 5E Difference between orbs, wands & staves

Kilimanjaro

Explorer
I remember seeing an optional rule that made a caster's choice of implement more meaningful. I think choosing a staff gave a small damage boost. I can't remember the others. I thought it was in one of the first Keith Baker Eberron books from the DMs Guild, but now I can't find it. Does anyone know what I'm talking about?
 

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I can't find anything in either Exploring Eberron or Chronicles of Eberron. However, 4e gave Wizards (specifically) an ability depending on which implement they were favoring, as long as they used that implement:
  • Orb of Imposition: 1/encounter as a free action, either extend the duration of a 1-round at-will spell by one round or impose a penalty to a creature's saving throw equal to your Wisdom modifier (note: in 4e saving throws were almost exclusively used to throw off spell effects, similar to the way hold person works in 5e; actually inflicting the spell effects were attack rolls).
  • Staff of Defense: +1 to AC, and 1/encounter as an immediate interrupt (~reaction in 5e) get a retroactive bonus to a defense (AC or save in 5e) equal to your Constitution modifier.
  • Wand of Accuracy: 1/encounter, get a bonus to an attack roll (in 5e, this could also inflict penalties to a save, because in 4e everything was an attack roll).
Before that you had "Wizards Presents: Races and Classes", which was intended as a snapshot of their ideas for 4e. At that point, they had the idea that orbs would be best suited for spells that make lasting zones, staffs for lines and cones and maybe having some sort of pushback effect, and wands for long-range attacks.
 


So in frontier of eberron they have feats specific for each arcane focus that make them more unique. Keith did write an article about that if it is not in his first exploring eberron or maybe morgrave miscellaneous then it was just on his web site.
 

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