A balanced staff knotted at both ends with veins of gold running the length of the staff. This staff can be wielded as a magic Quarterstaff with a +11 modifier to hit. On a successful hit it will do 1d12 Bludgeoning (magical) damage.
As a bonus action mark a creature as your prize; each hit against the targeted creature will add a 1d6 psychic damage as it realises that you'll loot it the closer to death it gets.
- Once per long rest you can use the staff to scan a 30ft radius for magical items for 10 minutes.
- As a warrior of Caz-al'Juul while attuned to this staff you cannot back down from a fight, there is no retreat and the only victory is in death. To break this mentality roll a DC 15 wisdom saving throw and you will be able to run.
- As a scavenger of Caz-al'Juul it is imperative that you retain all loot, you are the scout and only you can return to the demonic warlord what is rightfully his.
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This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Proficiency with a Staff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Damage: Bludgeoning, Damage: Psychic, Monk, Cleric, Druid or Warlock , Damage, Debuff, Combat, Versatile
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