This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.
The staff has 15 charges for the following properties. It regains 1d6 + 2 expended charges daily at dawn.
Spark (1 charge). When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Vent (2 charges). As an action, you send a burst of steam in a 30 ft cone. each creature in the affected area must make a Dexterity saving throw. Each creature takes 1d10 force damage on a failed save, or half as much damage on a successful one.
Conduit (5 charges). You can use your bonus action to activate the crystal at the tip of the staff. The crystal crackles with energy and sends a spark of static to hit creatures within 10 ft. For 1 minute, any creature that ends its turn within range takes 2d6 lightning damage.
Reanimate (10 charges). You can use an action to touch an inactive construct with the tip of the spear. At the end of your next turn the construct will reactivate and have half its maximum hit points. The construct is friendly to you and is affected by a 6th level dominate machine spell. After 1 hour, the construct will deactivate and cannot be reactivated for 24 hours.
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: Bonus: Melee Weapon Attacks, warlock, Control, Combat, Versatile, Topple
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