Before the destruction of the Chondalwood forest during the Spellplauge of 1385 DR, this staff was crafted by the savage druids who inhabited the land.
You have a +1 bonus to attack and damage rolls made with this magic staff.
This weapon has the finesse property, can be used as an arcane focus for your spells, and can cause a specific sickness to emanate from the staff.
The staff has 5 charges for the following properties.
Imbue Sickness. As a bonus action, you can spend 1 charge to roll 1d12, the resulting roll activates the corresponding effect on the list below.
1-3 No effect
4-6 Poisonous: For 1 minute the head of the staff seeps with a noxious gas; when a creature is hit with the staff while the effect is active it takes an extra 1d4 poison damage and it must make a Constitution saving throw (DC 11) or become poisoned for 1 minute.
7-9 Acidic: For 1 minute acids leaks from the head of the staff; when a creature is hit with the staff while the effect is active the creature takes and extra 1d4 acid damage and it must make a Constitution saving throw (DC 11) or have its AC reduced by 1, the secondary effect only works once per creature, until the corrosion is repaired or removed. If the creature is using its natural armor then its AC returns to normal after a long rest, if the creature is using armor then its AC that the armor provides returns to normal after the armor is repaired.
10-12 Necrotic: For 1 minute the head of the staff oozes with rotting ichor; when a creature is hit with the staff while the effect is active the creature takes and extra 1d4 necrotic damage and it must make a Constitution saving throw (DC 11) or have its maximum hit points reduced by the amount of necrotic damage it takes. If its maximum reaches zero then the creature dies. The creature's hit point maximum returns to normal after it finishes a long rest.
If you expend 3 charges as a bonus action, you may choose an effect from the list.
As an Action you can expend 5 charges to choose an effect from the list and a location within 60 feet. The end of the staff grows a pod that fills with the chosen sickness and is launched to the chosen point. All creatures within a 15 foot radius sphere centered on the point must make a dexterity saving throw (DC 13). On a failed save a creature takes 5d4 damage of the chosen type and is affected by its secondary effect. On a successful save the creature takes half damage and does not suffer the additional effect.
The staff regains 1d4 + 1 charges daily at dawn. If you expend the staffs last charge, roll a d20. On a 1, the staff is consumed by the three concoctions that it emanates as it melts away and is destroyed.
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Damage: Acid, Damage: Poison, Damage: Necrotic, Weapon Property: Finesse, Bonus: Magic, example, Druid, Ranger, or Warlock, Damage, Combat, Versatile, Topple
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/18/2019 3:30:39 PM
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2
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0
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1
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Coming Soon
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10/18/2019 6:47:56 PM
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6
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0
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1
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Coming Soon
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10/19/2019 3:42:02 PM
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15
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0
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1.5
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Coming Soon
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