Staff (quarterstaff), artifact (requires attunement by a user must make a long rest, this item only works with good characters. Evil charcters that try and weild this weapon will be entangled and trapped by thorn vines.)

Made from an ancient tree brought to the material plane by Silvanus himself. This ancient tree was not only sentient but was so imbued with magical energy that its dreams would tear the weave itself. Causing what is commonly known as wild magic areas, which would mutate creature and plants. Placed in the Ankhwood the father trees roots entrapped a very powerful ancient one whom Silvanus had deemed to powerful to be allowed to walk the planes. Seeing it’s future demise the Old Father Tree imbued a small seed protected in a staff to an ancient warlock who could wield its magical energy.

The staff has a hollow cone of brown hickory roots at the bottom which narrow and form into a shaft of interwoven branches. These branches split of at the top into a small tree that encircles an orb with runes carved into it. When the user wills it the orb will spin according to the desired action and rune will glow as the action is performed.

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls.You can use the staff as a spellcasting focus for your spells.

Return: The staff returns to the user at a speed of 10 feet per second.

Growth: The staff grows up to 20 feet tall and 5 feet wide. If there isn't enough room for the staff, it attains the maximum possible size in the space available. The height and width can be controlled by the user.

Hold: The roots at the bottom of the staff unwind and take root in the ground. Like an "Immovable Rod ",. Until you will it otherwise, the staff doesn't move, even if it is defying gravity. The staff can hold up to 8,000 pounds of weight. More weight causes the staff to fall. A creature can use an action to make a DC 30 Strength check, moving the fixed staff up to 10 feet on a success. This can be used to bind a creature into place but will not crush it.

Illuminate: The staff sheds bright light in a 15-foot radius and dim light in a 30ft radius. The light can be colored as you like. Completely covering the staff with something opaque blocks the light.

The staff has 15 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. Rolling a 1 causes the staff to lose it's magical properties for 2 days.

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: Entangle (1 charge), Plant Growth (5 charges), barkskin (2 charges), locate plants & animals(2 charges), thorn whip (1 charge), speak with plants(3 charges), or wall of thorns (6 charges).

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: Magic, Bonus: Spell Attacks, user must make a long rest, this item only works with good characters. Evil charcters that try and weild this weapon will be entangled and trapped by thorn vines., Versatile, Topple

Previous Versions

Name Date Modified Views Adds Version Actions
6/15/2019 3:37:59 PM
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6/24/2019 9:26:22 PM
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11/28/2019 2:03:10 PM
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