Bag of Blades: A Guide to Off-Hand Properties and Free Action Item-Swapping

[quote="LazyNinja"]Bag of Blades

A Guide to Off-Hand Properties and Free Action Item-Swapping

Many magic items have useful or interesting properties and powers, but they see little use in play because they must be wielded or held to be activated. Drawing and stowing items tanks action economy, so it's usually best not to bother. But with a minimal investment of resources, characters can draw and stow items as free actions, allowing unlimited swapping during any combatant's turn, or even in the middle of other actions.

This marks the return of a popular character archetype: the gadgeteer, who always has the proper tool in hand for whatever situation he or she encounters. This guide details the options available for characters who like to be prepared for any contingency.

 

 

 

Special Considerations

 

 

 

 

  • The most important feature of a weapon or implement for most characters is its enhancement bonus. But since we'll never attack with items we're only holding in hand for a moment or two, enhancement bonus is rarely important. Most properties and powers don't scale with item level, so we want the lowest level (and therefore cheapest) version of an item that we can get away with.
  • Some items are only useful when they can be whisked into hand at any time. But others require activation on your turn. These can be useful to any character looking for a small boost, as long as they're willing to burn the necessary actions.
  • Since swapped items are essentially slotless, the opportunity cost for using them is much lower. Our concerns are typically limited to the actions required for activation and price.
  •  

 

 

Rarity

Since the release of D&D Essentials, magic items are now given rarities. By default, common items are available for purchase, but uncommon and rare items are only available if the DM gives them as treasure. This can make your item choices subject to the whims of the DM.

 My personal recommendation to DMs is to ignore rarities and let players buy whatever items they want. The change creates more headaches than it solves.
 As a side effect of this change, magic item daily uses are no longer limited. However, characters are also limited to a single copy of any magic item, regardless of enhancement bonus or item level.

 

 

 

 

The Ratings System

Throughout this guide, I will use the standard Char Op ratings system. All ratings assume that the item is being used by a character with an appropriate build and the proper proficiencies. If an item has properties or powers that scale with enhancement bonus, it is denoted with a plus sign (+) after the item level. I'll note whether those higher-level versions are actually worth the exponential increase in price.

Gold: This is a must-have item for the appropriate build. You need to have a good excuse not to buy it.

Sky Blue: This is a fantastic item. It is one of the best purchases you could possibly make.
Blue: A good choice. It is better than the average item, but not exceptional.

Black: An average item. You can certainly do better, but you won’t be ruining your character by choosing this.

Purple: A poor choice. It isn’t completely worthless, but you should really get something better instead.

Red: Worthless, or completely overshadowed by another item.

 

 

 

 

 

 

 

 

Cheese Factor

Simply put, if you don't like the idea of weapons and implements leaping into hand of their own accord, don't use it. Personally, I picture hands filled with smoking wisps of darkness, ephemeral shapes made solid for brief moments by a stern will. Or great warriors raising thick fists, calling forth shining weapons from the aether, like Zeus grasping thunderbolts from thin air. YMMV. Either way, many of the items listed here can be used by any character to great effect.

 

Acknowledgments

Souillard for Let's Accessorize: The Item Guide, from which I stole some of this introductory text.
Mellored for Holy Symbols for the Non-Divine (as there are no rules for swapping holy symbols or ki focuses, they are outside the purview of my guide).
You!

Bear with me while I figure out formatting and reserve posts.[/quote]

[quote="LazyNinja"]

Methods

 

There are many options for getting items into hand, all with different opportunity costs. Of course the simplest is to use a minor action to draw a sheathed weapon or an item from your pack. This requires a free hand, but only two-weapon combatants, dual-implement spellcasters and heavy shield users should have an issue with that. But many classes just don't have minor actions to spare, and this method precludes the use of items with occasionally useful properties or powers that can't be used on your turn.

 

 

 

Feats

Arcane Familiar (AP) Requires an arcane class. The disembodied hand familiar (and it's paragon upgrade, the Rakshasa Claw) offer the only true, at-will, unlimited item swapping in the game. At any time, as often as you want, draw or stow an item, implement or weapon, enabling scenarios like this one:

 

 

 

 

Typical scenario

Graeme is a 16th level Artificer with a Rakshasa Claw familiar and a Farbond Spellblade longsword. After resting, Graeme holds a Wolfen dagger in one hand and a Rhythm Blade dagger in the other. He gains +2 to perception and +1 to AC and Reflex.

Suddenly, lurkers none of the party noticed drop from the ceiling, getting a surprise round. Graeme uses the daily on his Wolfen dagger and none of the party is surprised. Instead, all combatants roll initiative. Since no one is surprised, everyone can take actions.
Free action: sheathe Wolfen dagger.
Free action: Draw Quicksilver dagger+2, increasing his initiative by 2. But some of Graeme's companions roll poorly for initiative. The dice are against them.
Free action: sheathe Rhythm Blade.
Free action: draw Staff of the Discerning Watcher and allow the entire party to take 10 on initiative.
Free action: sheathe Staff of the Discerning Watcher.
Free action: sheathe Quicksilver dagger.
Free action: draw Rhythm Blade.
Free action: draw Defensive Staff. Grame now has +1 to AC, Fortitude and Will and +2 to Reflex.

Even with his increased defenses, one of the lurkers hits Graeme, grabbing him. He can't use his ranged powers without provoking and he can't maneuver properly to boost allies with Magic Weapon. But he has several options. Being neither strong nor dexterous, an escape check is unlikely to succeed. He could draw his Staff of the Traveler and his Mithrendain Steel longsword to turn his normal shift into a teleport 2, but he wants to get farther away from the action than that. Instead, he sheathes his Rhythm Blade and Defensive Staff and draws his Rod of the Feywild and his Incisive Dagger. As a move action, he uses the encounter power of the Rod of the Feywild to teleport 5 squares, which his +2 Incisive Dagger increases to 7 squares, allowing him to place himself adjacent to several allies. Sheathing those, for the first time, Grame draws his main weapon.
Standard action: Magic Weapon.
Minor action: Grame finally has a chance to use his Resistive Formula on himself or an ally.

Later in the encounter, the party isn't doing well. One of the lurker's hits one of Graeme's badly wounded allies. Since it's not his turn, Graeme is holding the Rhythm Blade and the Defensive Staff to increase his defenses.
Free action: sheathe Defensive Staff.
Free action: draw Farbond Spellblade.
Immediate Interrupt: Shocking Feedback. Graeme rolls a 1; groans go up from around the table.
Free action: sheathe Rhythm Blade.
Free action: draw Luckblade.
Free action: use Luckblade to reroll attack. Grame hits, damaging the lurker and granting his ally resist 5. But that isn't enough.
Free action: sheathe Luckblade.
Free action: draw Rod of Divine Retribution.
Free action: use the daily on the rod to stun the lurker. Since the triggering attack, Shocking Feedback, is an interrupt, all this occurs before the lurker can actually attack, so it fizzles and Graeme's ally is safe.
Graeme sheathes the rod and spellblade and draws his Rhythm Blade and Defensive Staff.

Clever Tail (PHB:T) Requires tiefling. Once per round, draw or stow an item weighing up to one pound. The once per round limit allows quick access to one-shot items (which can be dropped as a free action to free up your hand. If you can't pick them up again after combat, you're dead anyway.) But the one pound restriction limits you to drawing daggers, wands and tomes.

Quick Draw (PHB) Requires DEX 13. No limit to how often you can use this, but it's restricted to drawing items "as part of the same action in which you use them." That means items with passive properties are out, but it also means it's incredibly useful for off-turn powers, as you can draw an item as part of the immediate action required to activate it. Nice alternative for non-arcane classes.

Skill Power (PHB3) If you're trained in Thievery, you can pick up the Fast Hands skill power (see Powers).

 

 

 

 

Powers

Fast Hands (PHB3) Requires training in Thievery. You can pick it up as your level 2 utility, or through the Skill Power feat. Lets you draw or stow anything as a free action, but it's limited to once a round. Some careful planning can mitigate this, but it makes it difficult to use items with passive properties.

Mage Hand (PHB) Wizard cantrip. Allows swapping of an item in hand with a stowed one as a minor action. Can be useful if you've got your hands full.

Palming Strike (Dr389) This Rogue at-will lets you draw an item as a free action when you hit with the otherwise unremarkable standard action attack. I can't imagine any Rogue that would burn one of their at-will choices on this.

Quick-Draw Trick (MP) The level 12 utility of the Avalanche Hurler paragon path for Rangers. Allows unlimited, at-will drawing and stowing of weapons only. Nice power, but who would burn a paragon path on this? I don't know if paragon paths count as classes, but it would be interesting poach bait for a paragon tiefling with Secrets of Belial.

 

 

 

 

Items

Prison of Salzacas (2, AV2, Wondrous Item) Once per encounter, cast Mage Hand. Cheap and slotless, but not always useful.

Battle Harness (4+, Dr368, cloth, leather, hide) Unlimited drawing of weapons or items. Tossing them aside as a free action when you're done with them seems thematic. Also a useful boost to initiative, though it doesn't stack with a Warlord.

Hedge Wizard's Gloves (4, AV1, hands) At-will Mage Hand, but it takes up your hand slot.

Deep-Pocket Cloak (7+, AV2, neck) Draw or stow as a free action once per round. Takes up your neck slot and doesn't offer much else.

Bracers of Speed (13, Dr386, arms) Draw or stow once a round. Takes up the coveted arms slot.

Dantrag's Bracers (18, Dr386, arms or feet) You'll have to ask your DM for these unique Bracers of Speed. They're expensive, but you can wear them on your arms or feet, The feet power is very nice, especially coupled with a Staff of the Traveler. The arms power is great for E-classes and MBA-focused characters.

[/quote]

 

[quote="LazyNinja"]

Weapons

 

As of Adventurer's Vault, properties of off-hand weapons cannot be applied to powers used through a weapon in the main hand. The static damage boost of an off-hand Vanguard Weapon doesn't effect a charge completed with a different weapon, for example.

But there is no such restriction on powers, unless the power explicitly states that it must be used with that particular weapon, and this opens up plenty of possibilities. Unlike implements, a character does not need to be proficient with a weapon to use its properties or powers, but even if your DM rules otherwise, most useful enchantments are available on a wide array of different weapons.

Harmonic Songblade (2, AV2, heavy blade, light blade) Small daily boost to attack and defense for an ally.

Holy Healer's Weapon (2+, AV1, mace, staff) Basically a daily ranged potion that only costs a minor action to administer. The extra healing from higher level versions likely won't matter. Clerics and E-leaders also get a scaling bonus to Healing Words. No reason not to have one.

Mage's Weapon (2, AV1, heavy blade, light blade) Trade a useless arcane power for a martial one every encounter.

Manifester's Weapon (2, PHB3) Gain an extra power point once a day.

Parrying Weapon (2+, AV1, any melee) Daily to make an MBA to negate a melee attack. Eats your immediate action. Higher level versions make the MBA more likely to hit, but probably aren't worth the cost.

Quicksilver Blade (2+, AV2, light blade) Scaling item bonus to initiative.

Weapon of Shared Wrath (2, PHB3, any melee) Immediate reaction to grant an MBA when bloodied.

Aegis Blade (3, AV2, heavy blade, light blade) Daily to mark all enemies within 3. Amazing for defenders, particularly Swordmages.

Blood Fury Weapon (3, AV2, axe, heavy blade) Treat yourself as bloodied for two rounds every encounter.

Ki Weapon (3, PHB3) Small boost to Flurry of Blows damage once per turn.

Luckblade (3, AV1, heavy blade, light blade) Daily reroll on an attack. A must-have.

Pact Blade (3+, PHB, light blade) Autokills cursed minions that attack you in melee. No reason to get higher level versions.

Rhythm Blade (3, AV2, light blade) A free light shield. If your DM rules that it only increases an existing shield bonus, combine it with an actual shield, Two-Weapon Defense or the Rod Expertise feat and a non-magical rod. If you can use light shields, you can also put this enchantment on a spiked shield (even if you're not proficient with those) to get a free heavy shield.

Battlecrazed (4, AV1, axe, heavy blade) Strictly inferior to a Blood Fury weapon.

Communal Weapon (4+, AV1, any melee) Add a +1 bonus to an ally's d20 roll. Used after-the-fact, so it's guaranteed to turn a failure into a success. The usefulness of higher level versions will depend on how often you want to use the power.

Medic's Weapon (4, AV1) A little healing to dole out when you use Channel Divinity. The daily power is probably worthless. Don't bother with higher-level versions.

Oathblade (4+, AV1, heavy blade, light blade) Deal scaling damage to a creature you've marked once per day.

Opportunistic Weapon (4, AV1, any melee) Once a day make an extra opportunity attack as an immediate action.

Aecris Weapon (5, H1, longsword) Once a day, gain a healing surge when you drop an undead.

Chainreach Weapon (5, Dr380, any melee) Once a day, make a long-distance MBA as a minor action.

Weapon of Great Opportunity (5, AV2, any melee) Deal scaling damage on an opportunity attack every encounter.

Graceful Weapon (8, AV1, flail, heavy blade, light blade, spear) Daily MBA as an immediate action when attacked in melee.

Jolting Guard Weapon (8, DSCS, any melee) Every encounter, weaken an enemy who misses you in melee.

Mithrendain Steel Weapon (8, Dr 366, heavy blade, light blade) Almost always inferior to the equally-priced Rubicant Blade and the slightly more expensive Incisive Dagger. However, unlike those weapons, this one increases the distance of any teleport you make, not just teleportation powers you use, so it affects allies' powers that teleport you, as well as non-power teleports, like those granted by the Staff of the Traveler when you use the shift action.

Rovikar's Weapon (8, AV2) Potentially large bonus to an ally's attack and damage roll once a day as an immediate action.

Rubicant Blade (8, Dr385, any one-handed) The slightly more expensive Incisive Dagger is better for increasing teleport distance, but the daily power lets you teleport yourself and two allies. Excellent utility, even without a way to quick draw.

Weapon of Healing (8+, AV1, mace) Scaling bonus to powers that restore hit points. Great, even if you just hold it during short rests.

Incisive Dagger (9+, AV2, dagger) Scaling increase to teleport distance. Even if you have no teleportation powers, a 7-square daily teleport as a minor action is invaluable. Teleport distance of both the property and the daily increase with higher levels. For comparison, a level 14 Eladrin Ring of Passage increases teleports by 1 square (two if you're an Eladrin) and provides a 7-square daily teleport as a move action, while an identically-priced Incisive Dagger increases teleports by 3 squares, provides a daily 13-square minor action teleport, and doesn't take up an equipment slot.

Wolfen Weapon (9, Dr 364, heavy blade, light blade) A sneakoscope. Once a day, you and all allies aren't surprised. Also an untyped boost to Perception and no Perception penalty while sleeping. Someone in every party should have one.
 
Blade of Night (12, AV1, light blade) Daily darkness zone. A smokebomb for a quick getaway.

Unbroken Lance (12, AV2, spear) Daily to shift-charge as a standard action while mounted.

Shadowrift Blade (12+, light) Teleport and take damage when you hit an enemy granting combat advantage. Both teleport distance and damage scale with level. An at-will free action teleport can be extraordinarily useful for certain characters, expecially defenders who rely on good positioning and have the hit points or DR to soak the damage. Note that you can teleport between the different attacks of a multiattack power, greatly increasing their utility.

Bradaman's Weapon (13, AV2, axe, heavy blade, hammer) Divine Challenge two targets at a time, all the time. Ask your DM if you need to engage both targets or just one to maintain the marks.

Wicked Fang (13+, Du160, longsword) Once per day, apply scaling ongoing damage when you hit with a weapon.

Battlemaster's Weapon (14, AV1) Once per day, regain an encounter power. Any encounter power.

Bilethorn Weapon (14, AV1, any melee) Once per day, echo the damage of an MBA.

Healing Weapon (14, AV1, any ranged) Long-range daily heal as a standard action. Rarely necessary, but there are very few other options for healing an ally that far away.

Weapon of Summer (15, Du160, heavy blade) Large untyped defense boost for two rounds a day.

Weapon of the Conqueror (15+, PHB:D, axe, heavy blade) Scaling damage bonus to dragon breath and a daily to turn it into a close burst.

Shadowfell Blade (19+, P3, axe, heavy blade, light blade) Become insubstantial for two rounds every encounter. Once a day make a large shift and two MBAs as a standard action. Nice, but expensive.

Lilting Songblade (20, PHB2, heavy blade, light blade) A massive encounter-long damage buff for the entire party. Many characters will already have item bonuses to damage, but in a large battle or any encounter with minions, the bonus will skyrocket to ridiculous levels. Expensive, but a must-have for any high-level party.

Legendary Weapon (25, AV1) Cheaper than a Violet Solitaire, and useable with other solitaires.

[/quote]

[quote="LazyNinja"]

Orbs

 

Proficient Classes: Psion, Wizard, arcane class with Arcane Implement Proficiency

In order to use either the properties or powers of an implement, you must be proficient with it. The usual way to gain proficiency in an implement you can't already use is to multiclass into a class than can. Arcane characters can also take Arcane Implement Proficiency for certain implements.

Orb of Resilient Tenacity (2+, AV2) Scaling bonus to saving throws vs. a single effect for you or on ally once a day.

Orb of Frustrated Recovery (3, PHB3) Once a day, an enemy fails a saving throw vs. ongoing damage.

Orb of Inevitable Continuance (3, PHB) Extend the effect of one of your powers for a round once a day.

Orb of Judicious Conjuration (3, AV1) Sustain minor as a free action every encounter.

Orb of Mental Constitution (3, PHB3) Force an attack vs. your AC or Fortitude to hit your Will instead every encounter, with a potentially large boost for power point classes. Also, a huge passive boost to Endurance.

Orb of Nimble Thoughts (3, PHB3) Huge boost to initiative for INT classes. Large shift every encounter. My Changeling couples this with a Staff of the Traveler to fake a Fey Step.

Orb of Sweet Sanctuary (3+, AV1) Large, scaling boost to defenses once a day. Burns a standard action, though, so it's rarely worth it.

Orb of Fickle Fate (4+, AV1) Nice penalty to an enemy's saves once a day, coupled with a boost to saves for you or an ally. The penalty makes it more likely that the effect will last longer. Penalty scales by tier, so only the level 4, 14, and 24 versions are worthwhile.

Orb of Psionic Recovery (4+, PHB3) Easy way to regain power points once a day if you have a power point-using ally and an immediate action to burn. Scales by tier, so only the level 4, 14, and 24 versions are worthwhile.

Orb of Sanguinary Repercussions (5+, PHB) Scaling damage to all bloodied creatures nearby as a minor action once a day. Affects allies, doesn't kill minions and deals pitiful damage.

Orb of Stored Energy (5, PsP) Store 1 or 2 power points for later use. Note that you can only spend 1 stored power point at a time, once a day, so the only way to get the second power point is to find a way to recharge the orb.

Orb of Impenetrable Escape (6, AV1) Force an enemy to reroll a successful save against one of your powers once a day.

Orb of Indisputable Gravity (7, PHB) Once a day, attacks cause flying creatures to descend. Affects allies, but handy to allow ranged characters to bring flying enemies within melee reach, at least for a little while.

Orb of Spatial Contortion (7, AV1) Once a day, turn a close blast into a potentially larger close burst.

Orb of Inexplicable Contention (8+, Dr365) Once a day, make an enemy attack one of its adjacent allies. Higher-level versions make the attack slightly more likely to hit but aren't worth the cost. Monster basic attacks often have nasty riders.

Orb of Reversed Polarities (9+, PHB) Once a day, your attacks treat enemy resistances as vulnerable 5 for two rounds. Higher-level versions scale the amount of vulnerability by tier, so only level 9, 14 and 24 versions are worthwhile. Useful if you rely on a single damage type.

Murkoorak's Orb (10, SotAC) Once a day, deal extra damage to an enemy granting you combat advantage. There are no higher-level versions of this item.

Orb of Drastic Resolutions (13, PHB) Once a day, immobilize or weaken an enemy when a different enemy drops. Neat, but drastic? PHB magic items rarely live up to their names.

Orb of Indefatigable Concentration (13+, AV1) Once a day, free sustain minors for a single power for several rounds, which scales with enhancement bonus. That's a minimum of three rounds, so higher-level versions likely aren't worth the extra cost.

Orb of Karmic Resonance (13, AV1) Once a day, force a failed save or end a condition on you or an ally. You also fail a save. Indispensable if you're packing Sleep or Slumber of the Winter Court.

Orb of Temporal Dissonance (13+, Dr365) Once a day, everyone rerolls initiative and combat begins at the top of the order. Tricky to get the timing right but can potentially double your party's alpha-strike capabilities. Couple with a Warlord, Strategist's Epiphany or Stall Tactics to ensure Team Hero goes twice before the monsters can act.

Orb of Translocation Interference (13, MotP) Each encounter, detour an enemy's teleport. The destination must still be valid, so powers that let an enemy teleport adjacent to one of your party, for example, won't be hurt much. A bit too expensive for what it does.

Orb of Visionary Protection (13, AV2) Once a day, expend an immediate action and your Orb of Imposition to make a preemptive saving throw. Less valuable with the advent of Superior Will, but still handy to avoid a round of stunning.

Orb of Mighty Retort (15, AV1) Once a day, use an at-will or encounter power as an immediate action after being hit. The self-daze on the encounter power and the price knocks this one down a bit.

Orb of Revenant Magic (17, AV1) Once a day, regain a power with a miss effect when you miss all targets. I'd rather have a reroll. Most of these powers will be dailies anyway, so check out Tattoo of the Penitent Martyr instead.

Orb of Repeated Imposition (18, AV2) Once a day, regain your Orb of Imposition.

Orb of Unintended Solitude (18, AV1) Once a day, turn forced movement into a one-round Sequester. Can be useful, but tends to just prolong combat. Also expensive.

Orb of Invasive Fortune (20, PHB) Once a day, regain an encounter power and negate an enemy's recharge of a power. Might require a bit of metagaming, but nice to avoid an enemy's big guns while refreshing yours.

Orb of the Planes (23, MotP) Each encounter, negate an enemy teleport and teleport yourself. Too expensive for little benefit.

Orb of Arcane Generosity (24, AV1) Use an arcane utility power to allow a mass-heal. Nice if the leader's down, but very expensive.

[/quote]

[quote="LazyNinja"]

Rods

 

Proficient Classes: Artificer, Invoker, Warlock, arcane class with Arcane Implement Proficiency

In order to use either the properties or powers of an implement, you must be proficient with it. The usual way to gain proficiency in an implement you can't already use is to multiclass into a class than can. Arcane characters can also take Arcane Implement Proficiency for certain implements.

Defense-minded characters should take a look at the Rod Expertise feat, which grants a shield bonus to AC and Reflex when wielding even a non-proficient, non-magical rod.

Rod of Cursed Honor (2, AV1) +1 to NADs for two rounds every time you use your Warlock's Curse.

Rod of Dark Reward (2, PHB) +1 to AC for a round every time you use your Warlock's Curse.

Rod of Office (2, DSCS) Once per encounter, regain your fell might.

Rod of Avernus (3+, Dr386) Each time you gain your pact boon, slide all cursed enemies. Note that this effect is in addition to, not in place of your boon. Also, once a day, gain a damaging aura 1 for the entire encounter. It's a bit harder to use than Armor of Agathys, but much cheaper. Higher-level versions scale the damage but aren't worthwhile.

Rod of Corruption (3, PHB) Forgo your pact boon to spread your Curse to all nearby enemies. Excellent for action economy.

Rod of Malign Conveyance (3+, AV1) Once a day, teleport yourself, an ally, and an enemy 1 square as a move action. Distance scales with level. Not bad if you're in a tight space. Usefulness of higher-level versions will vary with your build. If you just want to be able to teleport yourself and an ally, take a look at the Rubicant Blade instead.

Rod of Draconic Fury (4+, Dr365) Once a day, forgo your pact boon and burn an immediate action to gain a bonus on your next attack roll. The bonus scales by tier, so only the level 4, 14 and 24 versions are worthwhile.

Rod of the Shadow Walker (4, AV1) Gain concealment from the target for two rounds every time you use your Warlock's Curse. More useful for hybrids that don't have Shadow Walk.

Rod of Wrathful Dismissal (4, PHB2) Slide an enemy who hits you adjacent to an ally as an immediate action.

Rod of Reaving (5+, PHB) Scaling damage to non-minion enemies you place your Warlock's Curse on. Useless after errata.

Mercurial Rod (6, AV1) Once a day, remove your Warlock's Curse from a target when you hit it to deal two extra dice of Curse damage.

Rod of Feythorns (7+, AV1) Strip poison resistance when you place your Warlock's Curse. Higher-level versions also add poison vulnerability, which scales by tier, so only the level 7, 17 and 27 versions offer any additional benefit. The biggest problem with poison damage, however, is the rampant immunity among undead, which this rod does nothing to counteract.

Rod of Runic Resistance (8, Dr365) Once a day, grant a small amount of elemental resistance in a small burst for a round.

Rod of the Feywild (8+, AV1) Increases the distance of your Misty Step, which scales with level. Once per encounter, emulate Fey Step.

Rod of the Infernal (8+, AV1) Increases temp HP from Dark One's Blessing, which scales with level. Once a day, gain a good amount of temp HP.

Lifesapper Rod (9+, AV1) Once a day, Curse a target to give it scaling ongoing damage. Dish out healing each time it takes that damage.

Rod of Brutality (9+, AV1) Makes your Warlock's Curse brutal. Brutal value increases by tier, so only the level 9, 19 and 29 versions are worthwhile.

Rod of Divine Retribution (9, Dr381) Free action daily stun when you hit a target that has previously attacked you.

Rod of Mindbending (9+, AV1) Scaling psychic vulnerability for two rounds when you place your Warlock's Curse.

Rod of Starlight (9+, AV1) Scaling radiant vulnerability for two rounds when you place your Warlock's Curse. The amount of vulnerability is low, but it triggers all sorts of Radiant Mafia hijinks.

Rod of the Pyre (9+, PHB) Scaling fire vulnerability for two rounds when you place your Warlock's Curse.

Arkhosian Scepter (12+, PHB:D) Scaling bonus to attack and damage rolls of dragon breath. Once a day, make your dragon breath an area burst. The property works even if you're not proficient with rods. If you use dragon breath, there's no reason not to have one.

Rod of Baleful Geas (12+, Dr365) Once a day, deal Curse damage to a Cursed enemy and slide it. Slide increases with level.

Rod of Harvest (14, PHB) Once per encounter, store your pact boon for later. There seems to be no limit to how long the boon stays in the rod, so you can store an otherwise worthless boon at the end of one combat for another encounter, or hand off the rod and let another party member who can use rods gain the benefit of your boon.

Rod of the Sorrowsworn (14, AV1) Once a day, inflict a save ends attack debuff on an enemy you Curse.

Rod of Silver Rain (15+, AV2) Once a day, make an autohit area attack that gives all Cursed enemies in the zone scaling ongoing damage. Fey creatures take more.

Rod of Vulnerability (15+, AV1) Once per day, placing your Warlock's Curse grants scaling vulnerability to your attacks for two rounds. Great for a multiattacker's nova round. Vulnerability scales by tier, so only the level 15 and 25 versions are worthwhile.

Scepter of Cimbar (15, Du178) The lackluster daily makes you appear as a changeling for 24 hours. But the passive telepathy has excellent RP value.

Battle-Pact Rod (18, AV2) Once a day, Curse an enemy and mark it for the rest of the encounter. The mark punishment inflicts your Curse damage, with no action and no limit per round. Can also be used as a melee weapon in a pinch. Only the price keeps this from sky blue.

Feyrod (18, AV1) One encounter a day, gain Fey Pact riders.

Hellrod (18, AV1) One encounter a day, gain Infernal Pact riders.

Star Rod (18, AV1) One encounter a day, gain Star Pact riders.

Rod of Retributive Justice (20, PHB2) Once a day, retaliate with an Invoker at-will or encounter power as an immediate action.

Rod of Star's Descent (20, MotP) Daily standard action to auto-blind all enemies in a large area for a round. Very nice effect, but it's expensive in gold and actions.

Rod of Death's Grasp (23, PHB) Once a day, grant ongoing damage to an enemy you Curse and gain HP when it takes it. Far too expensive for the effect.

Rod of Flaying (24+, Dr367) Once a day, daze and inflict a small amount of ongoing damage to a Cursed enemy you hit. Poor effect for this level.

Rod of Ulban (25, AV2) As long as an enemy is Cursed by you, it gains vulnerable 10 psychic.

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[quote="LazyNinja"]

Staves

Proficient Classes: Assassin with staff weapon proficiency, Druid, Invoker, Psion, Sorcerer, Wizard, arcane class with Arcane Implement Proficiency, Fighter/Warlock with Avernian Knight paragon path

In order to use either the properties or powers of an implement, you must be proficient with it. The usual way to gain proficiency in an implement you can't already use is to multiclass into a class than can. Arcane characters can also take Arcane Implement Proficiency for certain implements.

Aversion Staff (2, PHB3) Boost to defenses against enemies suffering from effects you cause.

Defensive Staff (2, AV1) +1 to NADs and +1 to AC if you have Staff of Defense.

Mnemonic Staff (2+, AV1) Swap a prepared power for one in your spellbook. Best for low-level powers, as item level restricts which powers you can swap. Also a small boost to monster knowledge checks.

Staff of Expansion (2+, Dr365) Once a day, increase the size of a burst. Increase scales by tier, so only the level 2, 12 and 22 versions are worthwhile. blue

Staff of Fiery Might (2+, PHB) Once a day, reroll a damage die on a fire power. Higher-leve versions allow more dice to be rerolled.

Staff of Insightful Detection (2, PHB3) For two rounds per encounter, negate concealment. Power point classes can sustain the effect.

Staff of Missile Mastery (2+, AV1) A scaling bonus to Magic Missile damage. Once a day, target extra creatures. The number of creatures scales at levels 17 and 27.

Staff of the Discerning Watcher (2, PHB3) Once a day, the entire party can take 10 on an initiative check. With a good Warlord, this can guarantee an alpha-strike, and in any case can keep slower members from getting jumped.

Staff of Tongues (2, PHB3) Learn Supernal. At this price, why not?

Utility Staff (2+, AV1) Scaling boost to the range of arcane utility powers.

Force Staff (3+, AV1) Once per day, a scaling slide when you hit with a force power.

Staff of Resilience (3, AV2) Once per day, spend a surge to gain two surges worth of temp HP.

Staff of the Evader (3, PHB3) Once per day, burn an immediate action to negate immobilization and teleport. Also a boost to saving throws vs. immobilization and slowed.

Staff of the Impregnable Mind (3+, PHB3) Gain resist psychic. Once per day gain a scaling boost to Will (augmentable to all defenses) as an immediate action. The resist scales by tier.

Staff of the War Mage (3, PHB) Once per day, increase the size of a burst or blast. Doesn't scale like the Staff of Expansion, but works with blasts.

Staff of Ultimate Defense (3+, AV1) A scaling boost to Staff of Defense.

Staff of Verdant Growth (3, Dr365) Once a day, slow all creatures in the burst of an area power. Affects allies, and isn't a particularly harmful condition to inflict.

Staff of Iron Infusion (4+, AV2) Scaling Resist all for a round for an ally you use your Healing Infusion on. Once a day, scaling resist all for any ally for a round.

Staff of Light (4, AV1) Once a day, a scaling radiant damage aura. If someone in your party can find a way to cast Light, this is an excellent damage boost against radiant vulnerable enemies, which are usually plentiful.

Staff of the Adaptable Mind (4+, PHB3) Once a day, scaling Resist all for a round as an immediate action. Augmentable to include allies.

Staff of Winter (4, PHB) Once a day, immobilize nearby enemies after using a cold power.

Architect's Staff (5+, AV1) Once a day, reshape one of your walls. Normally the property is useless, but if you have non-damaging walls or zones, you get a scaling increase to their size.

Harvester's Staff (5+, PHB3) Once a day, blow a standard action and hurt an ally to regain power points. The amount regained scales by tier, so only the level 5, 15 and 25 versions yield any benefit. Get a Staff of the Renewing Source instead. Also gives a substantial and non-scaling passive boost to anyone pushing Intimidate, though at higher levels it will be eclipsed by larger item bonuses.

Staff of Draconic Power (5+, Dr365) Once a day, use a fire power to gain resist fire and do scaling fire damage to adjacent creatures. Affects allies and only really hurts minions.

Staff of Storms (5+, PHB) Once a day, use a lightning or thunder power to deal scaling damage to nearby creatures. Better targeting capabilities than the Staff of Draconic Power, but still affects allies and does poor damage.

Staff of the Renewing Source (5+ PHB3) Once a day, hit with an augmented power to regain power points. The amount regained scales by tier, so only the level 5, 15 and 25 versions are worthwhile.

Staff of the Traveler (5, PHB3) Turn all your shifts into teleports. Automatically escape from grabs, ignore difficult terrain, avoid obstacles and skip Athletics checks. Psionic characters can also double up on a teleportation power each encounter. Combine with a Mithrendain Steel weapon to teleport 2 at-will (3 at epic), among countless other shenanigans.

Staff of Distant Shielding (7+, PHB2) Once a day, punish an enemy with radiant damage when it attacks an ally. The punishment scales by tier, so only the level 7, 12 and 22 versions are worthwhile.

Summoner's Staff (7+, AV2) Scaling temp HP for you or an ally every time an enemy misses one of your summoned creatures. Once a day, force a reroll against one of your summons.

Staff of the Faithful Arcanist (8, AV2) Once a day, use an honest-to-goodness Healing Word. Great even if you can already use Healing Word, as it gains all the mods you've probably stacked on it.

Thunderwave Staff (8+, PHB) Be an old-school Blood Mage for a round. Once a day, forgo a push to knock prone and deal extra damage. Works on every creature pushed by the power and does potentially huge damage. Unfortunately, only affects pushes.

Staff of Elemental Prowess (9+, AV1) Once a day, you and all nearby allies gain resistance to an element for a round as an immediate action. The radius of the boost and the amount of resistance both scale by tier, so only the level 9, 14 and 24 versions are worthwhile.

Staff of New Horizons (9+, DSCS) Once day, teleport yourself and adjacent allies when damaged as an immediate action. The teleport distance scales. Your party also gets a scaling boost to overland speed. Yay?

Staff of Gathering (10, AV1) Once a day, when damaged by one of an odd assortment of damage types, reduce the damage and gain a huge bonus to attack and damage on your next arcane implement attack. Satisfy all those conditions and it's pretty sweet, assuming you can get the timing right.

Staff of the Lich (13, DrA09) Once an encounter, immobilize a target of one of your necrotic powers. Sure it's a lame power, but you can use it often!

Wyrmspike (13, Hfst) Resist vs. close and area attacks. There are no higher-level versions of this item.

Earthshaker Staff (14, Du160) Once a day, add a push to a force power.

Quickening Staff (14, AV1) Once a day, use an at-will power when you hit with a daily. Note that the at-will doesn't need to be an attack.

Staff of Portals (14, MotP) Once a day, use a teleportation power to teleport yourself and nearby allies. A Rubicant Blade is cheaper.

Staff of Spell Blasting (14, AV2) Once a day, turn a ranged arcane at-will into a close blast.

Staff of the Sunburst (14, PHB2) Once a day, prone and deal a bit of scaling radiant damage to nearby enemies when you take damage. Damage scales by tier, so only the level 14 and 24 versions yield any benefit.

Staff of Transposition (14, AV1) Once a day, allies in the effect of one of your area powers are teleported out of it.

Tempest Staff (15, AV2) Once a day, damage and push an enemy that hits you, as well as all enemies adjacent to allies. Poor damage that doesn't even scale.

Staff of the Far Wanderer (17+, AV2) Once a day, teleport adjacent to a target of your radiant power. Cosmic Sorc's get a scaling AC boost.

Staff of Power (19, PHB) Once a day, regain an encounter or daily power that you crit with. Not guaranteed to trigger, but excellent when it does.

Destiny Staff (25, AV1) Cheaper than a Violet Solitaire, and factoring in minions, more likely to trigger. Also useable with other solitaires.

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