Custom built by Donatello himself, this reinforced staff has a lot more to offer than one would think just by looking at it
When making an Attack with these weapons, the user has +4 to hit, reach 5 ft.
Your cleverness, combined with having Proficiency with a Quarterstaff, allows you to add your Intelligence modifier to the damage roll for any attack you make with it, dealing (1d8+INT) Bludgeoning damage.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6+4 expended charges at the end of a short rest. If you expend the last charge, roll 1d4 after a long rest. As long as you don't expend the last charge again, return to rolling 1d6+4 after a short rest.
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.
Attunement allows the wielder the additional mastery property Parry and exclusive mastery property Pin.
Parry. When an enemy makes a successful Weapon Attack, you can use your Reaction to attempt to parry the attack. Contest the Attack Roll (including modifiers) with a DEX Saving Throw. On a failure, the attack lands. On a success against a Ranged Weapon, the projectile is deflected in a harmless direction.
On a success against a Melee Weapon, the weapons bind together and the attacker's turn ends, unless it's to resolve the bind. To resolve the bind, if they're able, the attacker can use either an Action to attempt another Attack at Disadvantage, or use a Bonus Action to release the weapon. Their turn ends and the use of an Action (by anyone) in a future turn will be needed to collect the weapon. At the top of the player's next turn, they must use a Free Action to release the weapon.
If you failed your attempt to Parry, you can use one Force point to attempt to Parry one additional attack until your next turn.
Pin. If successful in your attempt to Topple your opponent, you can use a Free Action to switch on the customized Immovable Rod within the staff to Pin them to the ground, forcing them to also be Restrained. You can use a Free Action anytime in a later turn to switch off the Immovable Rod. If the rod hasn't been deactivated by the end of your third subsequent turn, the Immovable Rod deactivates itself and falls like any object.
The activated rod will keep the target Restrained unless they succeed one or more checks. Their first priority on each turn is to attempt to get free. At the start of their turn, they must use an Action to...
Turn 1: Attempt a DC 30 Strength (Athletics) check to move the rod off of them. On a failure, they can use any remaining Actions and/or Bonus Action available but cannot reattempt the check.
Turn 2: Attempt a DC 30 Dexterity (Acrobatics) check to wiggle free from under it. On a failure, they can use any remaining Actions and/or Bonus Action available but cannot reattempt the check.
Turn 3: Attempt a DC ## Wisdom (Insight) check to divine if they should look for the switch. On a failure, they can use any remaining Actions and/or Bonus Action available but cannot reattempt the check. On a success, they can use their Bonus Action to attempt DC ## Intelligence (Investigation) check to find the switch, which, if successful, they can turn off with a Free Action.
When no longer Restrained, the target will still be Prone and can resolve that condition following typical rules.
Notes: Bonus: Magic, Damage: Force, Damage: Bludgeoning, by a Monk, requiring 8 hours of sparring with a brother, Damage, Combat
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