Staff, legendary (requires attunement)

A gnarled, spine-like rod wrapped in necrotic bandages, featuring a central eye that weeps shadows and tattered, skeletal wings. This staff siphons the life force of its wielder to project an aura of pure, crushing hopelessness.

  • Weapon Base: Quarterstaff.

  • Weapon Mastery: Topple. When you hit a creature with this weapon and deal damage, you can force it to make a DC 10 + Strength/Dexterity Mod Saving Throw or be knocked Prone.

  • Aura of Despair: As an Action, you can channel the staff's malice. Every hostile creature within 30 feet of you must succeed on a Wisdom Saving Throw against your Spell Save DC. On a failure, the creature's speed is halved, and it subtracts 1d4 from its attack rolls and saving throws until the start of your next turn.

  • Malevolent Recovery: If you are reduced to 0 Hit Points while holding this staff, or if the staff is destroyed, you can choose to sacrifice your own vitality to preserve it. You take [roll]10d10[/roll] Necrotic damage (which cannot be reduced in any way); if you survive, the staff instantly teleports back into your hand, and its attunement is restored.

  • Archfiend's Boon: You gain a +3 bonus to spell attack rolls and your Spell Save DC while holding this staff.

Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, Damage: Necrotic, Despair is a weight no man can carry alone. Weapon Mastery: Topple. Force a [roll]1d20[/roll] Saving Throw to knock a foe Prone. Aura of Despair: Use an Action to force enemies within 30ft to make a Wisdom Save or be severely weakened. Blood Sacrifice: Take [roll]10d10[/roll] Necrotic damage to instantly retrieve this staff if lost or destroyed.

skylargeske13

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