Staff (quarterstaff), legendary (requires attunement by a by a druid, and bonded to that druid after.)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon has 7 charges.

Living Wood. When discovered, this weapon is a foot long gnarled root growing around a rough but gleaming emerald. Moss and small leaves with pink flowers grow near the gem. When wielded by a druid, it draws upon your magic and forms in a size and shape that fits you best. You can expend charges as needed to utilize the abilities shown in the table.

Ability Charge Cost
Transformative Weapon: This weapon will adapt to any wild shape you take and allow you to utilize it as you would in humanoid form. 1
One with the Weapon: You have a unique connection to this weapon, as if it were an extension of your own body. You can cast a spell that requires touch through this weapon during a melee attack 1

 

Vines of Vigor: This weapon purifies toxins in your body. You gain Immunity to poison and Resistance to necrotic damage.

Regaining Charges. This weapon regains 1 charge an hour surrounded by nature. In urban areas, a druid must meditate with the weapon for 1 hour to regain 1d6+1 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, Immunity: Poison, Resistance: Necrotic, Shillelagh, by a druid, and bonded to that druid after., Damage, Combat, Versatile, Topple

Item Tags: Damage Combat

MadManV36245

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