Forged from the charred heartwood of the Ashwood that first tore reality, the Baneful Ashwood Spire is banded with cold iron thorns and veined with faintly glowing runes. When whole, it radiates a pressure in the air, as if the world itself is holding its breath. Fey creatures instinctively avoid its touch.
While holding this staff, you gain a +3 bonus to spell attack rolls, and saving throws.
The staff has 20 charges and regains 1d12 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff cracks with a sound like splintering ice, losing all properties except its +3 bonus and Riftbound Presence (below) until it is bathed for 24 hours in the fading energy of a closing planar rift.
Elemental Aspect of Ash
At dawn, while holding the staff, you may choose one elemental aspect: flame, frost, storm, stone, or verdant (plant/nature).
Until the next dawn:
You gain resistance to that element’s damage type:
Flame → fire
Frost → cold
Storm → lightning or thunder (you choose when selecting Storm)
Stone → acid or bludgeoning from nonmagical (you choose when selecting Stone)
Verdant → poison
Once on each of your turns when you suffer damage deals that type of damage, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see.
Step Through Cinders (Short‑Range Teleport)
While holding the staff, you can use a bonus action and expend 1 charge to teleport up to 30 feet to an unoccupied space you can see.
When you vanish and reappear, elemental energy lashes out, Each creature of your choice within 5 feet of either your starting or ending space (you choose which) must succeed on a Dexterity saving throw against your spell save DC or take 2d8 damage of your current Elemental Aspect’s type.
Anchor in the Weave
You and friendly creatures of your choice within 30 feet of you when you cast teleport or plane shift using the staff have advantage on any rolls made to determine mishaps, arrival accuracy, or similar effects.
Riftbound Presence (Passive, Always On)
While the Baneful Ashwood Spire is intact and attuned to a living creature, the following effects occur on the Material Plane (or your campaign’s primary plane):
No New Random Rifts. Uncontrolled, random rifts to the fey realms can no longer spontaneously form within 300 miles of the staff’s current location.
Slow Sealing of Existing Rifts. Any unstable or uncontrolled rift to the Fey within that radius begins to wither and shrink. Each rift closes completely in 1d4 tendays unless maintained or widened by a powerful entity (such as an archfey, unique monster, or major ritual). You can describe the world “healing” itself: lights dimming in strange groves, odd time-slips stopping, eerie music fading away over weeks.
Sever the Blooming Path (Rift‑Sealing Action)
You can use your action to plant the staff firmly into the ground (or floor) within 10 feet of a visible rift, portal, or gate leading to any fey realm.
Expend 3 to 7 charges (your choice).
The staff draws in wild energy, and you make a spellcasting ability check against a DC you set for the rift:
Minor tear / small unstable rift: DC 15
Major battlefield rift / ritual tear: DC 18–20
World‑shaking, boss‑level gate: DC 22+
On a success: The rift closes immediately with a thunderous crack, and the area is flooded with fading motes of elemental energy.
Any creature currently halfway through the rift must succeed on a DC 18 Dexterity saving throw or be shunted back to its original plane and take 12d6 force damage.
On a failure: The rift surges. You take 12d6 psychic damage plus 12d6 of a random elemental type (fire, cold, lightning, thunder, or acid).
Marked by the Withering Wood (Minor Curse)
While attuned to the Baneful Ashwood Spire, you faintly smell of smoke, damp earth, and cut greenery. Fey instantly recognize you as a threat or at least as the bearer of a powerful ward. Friendly or neutral fey react to you at disadvantage on Charisma (Persuasion) checks, but you gain advantage on Charisma (Intimidation) checks against fey.
When you go more than 7 days without sealing, suppressing, or interacting with a planar rift or portal (to any plane), roll a DC 15 Wisdom saving throw at dawn. On a failure, the staff discharges a surge, You suffer 12d6 psychic damage, and For the next 24 hours, you disadvantage on death saving throws and concentration checks.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Spellcaster, Buff, Combat
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