Staff, artifact (requires attunement by a Cleric or Druid)

This staff can be wielded as a magic Quarterstaff that grants a +4 bonus to Attack and Damage Rolls made with it and a +4 bonus to Armor Class, saving throws and spell attack rolls.

The staff has 100 Charges. 

The staff regains 5d12 + 40 expended Charges daily at dawn. Spell Absorption: While holding the staff, you have advantage on saving throws against Spells. In addition, you can use your reaction when another creature casts a spell that Targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of Charge

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 psychic damage to the target.

Spells. While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and spellcasting ability: True Resurrection (9 charges), Protection from Evil and Good (1 charge), Cure Wound (1 charge per spell level), Mass Cure Wounds (9 charges), Conjure Elemental (7 charges), Flame Strike (5 charges), Dispel Magic (3 charges), Regenerate (7 charges), Greater Restoration (5 charges), Sanctuary (1 charge), Holy Aura (8 charges), Raise Dead (5 charges), Call Lightning (9th level version, 9 charges), Wall of Fire (4 charges), Flaming Sphere (2 charges), Commune (5 charges), Heal (6 charges), Protection from Poison (2 charges), Antilife Shell (5 charges), Ice Storm (4 charges), Pass Without Trace (2 charges), Enlarge/Reduce (2 charges), Lesser Restoration (2 charges), Silence (2 charges), Mass Heal (9 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff

 

Notes: Damage: Psychic, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Magic, Bonus: Melee Attacks, Bonus: Spell Save DC, Cleric or Druid, Damage, Control, Combat, Warding

Item Tags: Damage Control Combat Warding

DreadhartNocturne

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