Below is a magical quarterstaff I want to use in my 5e campaign for one of my players. I have given its description 3 different colors, since this magical weapon will evolve overtime (Although the +3 is also an evolution from +2 and +1). The green font is for early levels (Uncommon Moon Sickle +1, except quarterstaff requirement druid only), the blue font is for mid levels (Upgrade to Very Rare +2 and add a spell variation similar to Staff of the Woodlands without the tree form) , and the brown font is for endgame levels (Upgrade to Legendary +3 and add ability similar to Staff of Security). With all that being said, The Moonscape Staff's final legendary result isn't a completely perfect version of the Moon Sickle fused with the Staff of the Woodlands and the Staff of Security. The Moon Sickle version is there except no ranger add on. The Staff of the Woodlands version loses tree form, has spell changes, and has a decrease in both the overall charges it can hold and the amount of charges it gains on average. The Staff of Security version requires the entire amount of charges to activate it, doesn't last as long, can't take as many people, but does get the +3.
I think the value is there for each level and that it would be fun for the player. Just checking to see if it is balanced and there isn't something broken that will destroy every session. I'm not an expert in homebrewing, but I'm interested and trying to pull from existing material yet also adding my own twist.
Thanks in advanced for any feedback! I do have 4 players in my campaign for 5e and do plan on adding more homebrew on here for feeback, so each one has personalized items or feats.
(Edit: It didn't paste correctly on first post)
This silver quarterstaff glimmers softly with moonlight. While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid spells. In addition, you can use the quarterstaff as a spellcasting focus for your druid spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the quarterstaff.
The quarterstaff has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn.
Action Spells. You can use an action to expend 1 or more of the quarterstaff's charges to cast one of the following spells from it, using your spell save DC: mass cure wounds (5 charges), moombeam (2 charges), sleep (1 charge), or tidal wave (3 charges).
Bonus Action Spells. You can use a bonus action to expend 1 or more of the quarterstaff's charges to cast one of the following spells from it, using your spell save DC: healing spirit (2 charges), or healing word (1 charge).
While holding this quarterstaff, you can use an action and spend 7 charges to activate it. The rod then instantly transports you and up to 6 other willing creatures you can see to a safe haven that exists in an extraplanar space within the Elemental Plane of Water. This extraplanar plane's environment is completely made up water which is teeming with all kinds of aquatic lifeforms and biomes, however the creatures you brought with you can breath underwater here and can swim at their normal walking speed. The water here is pure and clean to drink and there is plenty of food to gather that is also good to eat. Everything that can be interacted with inside the extraplanar space can exist only there, except for consumed water and food.
A creature that would regain hit points in this extraplanar space, regains the maximum number of hit points possible from any healing. Also, creatures don't age while in the extraplanar space, although time passes normally. Visitors can remain in the extraplanar space for up to 12 hours minus the number of creatures brought into the space by your action.
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the quarterstaff, or an unoccupied space nearest that location.
Below is a magical quarterstaff I want to use in my 5e campaign for one of my players. I have given its description 3 different colors, since this magical weapon will evolve overtime (Although the +3 is also an evolution from +2 and +1). The green font is for early levels (Uncommon Moon Sickle +1, except quarterstaff requirement druid only), the blue font is for mid levels (Upgrade to Very Rare +2 and add a spell variation similar to Staff of the Woodlands without the tree form) , and the brown font is for endgame levels (Upgrade to Legendary +3 and add ability similar to Staff of Security). With all that being said, The Moonscape Staff's final legendary result isn't a completely perfect version of the Moon Sickle fused with the Staff of the Woodlands and the Staff of Security. The Moon Sickle version is there except no ranger add on. The Staff of the Woodlands version loses tree form, has spell changes, and has a decrease in both the overall charges it can hold and the amount of charges it gains on average. The Staff of Security version requires the entire amount of charges to activate it, doesn't last as long, can't take as many people, but does get the +3.
I think the value is there for each level and that it would be fun for the player. Just checking to see if it is balanced and there isn't something broken that will destroy every session. I'm not an expert in homebrewing, but I'm interested and trying to pull from existing material yet also adding my own twist.
Thanks in advanced for any feedback! I do have 4 players in my campaign for 5e and do plan on adding more homebrew on here for feeback, so each one has personalized items or feats.
(Edit: It didn't paste correctly on first post)
This silver quarterstaff glimmers softly with moonlight. While holding this magic weapon, you gain a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid spells. In addition, you can use the quarterstaff as a spellcasting focus for your druid spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the quarterstaff.
The quarterstaff has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn.
Action Spells. You can use an action to expend 1 or more of the quarterstaff's charges to cast one of the following spells from it, using your spell save DC: mass cure wounds (5 charges), moombeam (2 charges), sleep (1 charge), or tidal wave (3 charges).
Bonus Action Spells. You can use a bonus action to expend 1 or more of the quarterstaff's charges to cast one of the following spells from it, using your spell save DC: healing spirit (2 charges), or healing word (1 charge).
While holding this quarterstaff, you can use an action and spend 7 charges to activate it. The rod then instantly transports you and up to 6 other willing creatures you can see to a safe haven that exists in an extraplanar space within the Elemental Plane of Water. This extraplanar plane's environment is completely made up water which is teeming with all kinds of aquatic lifeforms and biomes, however the creatures you brought with you can breath underwater here and can swim at their normal walking speed. The water here is pure and clean to drink and there is plenty of food to gather that is also good to eat. Everything that can be interacted with inside the extraplanar space can exist only there, except for consumed water and food.
A creature that would regain hit points in this extraplanar space, regains the maximum number of hit points possible from any healing. Also, creatures don't age while in the extraplanar space, although time passes normally. Visitors can remain in the extraplanar space for up to 12 hours minus the number of creatures brought into the space by your action.
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the quarterstaff, or an unoccupied space nearest that location.
The Moonscape Staff
Very cool! Is it ok if I nick this for my moon-themed goblin shaman?
Drow Shadowblades are so good! Give them a Google!