This bronze staff has 20 charges and can be wielded as a magic Quarterstaff that deals an extra 1d8 lightning damage on a hit.
Spells. While holding the staff, you can cast one of the spells on the following table from it (save DC 13). The table indicates how many charges you must expend to cast the spell.
| Spell | Charge Cost |
|---|---|
| Detect Magic | 2 |
| Dispel Magic | 6 |
| Grease | 2 |
| Heat Metal | 4 |
| Hold Monster (targeting constructs only; ignores immunity to the paralyzed condition) | 10 |
| Identify | 2 |
| Lightning Bolt | 6 |
| Locate Creature (targeting constructs only) | 8 |
| Summon Construct | 8 |
Dominate Construct. You can expend 3 of the staff's charges as an action to attempt to take control of one construct within 60 feet of you that you can see. The construct must succeed on a Wisdom saving throw (save DC 13) or have the charmed condition for 10 minutes (as if concentrating on a spell). The construct has advantage on the save if you or your allies are fighting it. Whenever you or your allies damage the construct, it repeats the save, ending the charmed condition on itself on a success. This effect ignores immunity to the charmed condition.
While charmed in this way, the construct obeys your commands. On your turn, you can use a bonus action to issue simple commands to the construct, such as "Attack," or "Move over there." The construct does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it doesn't move or take actions that turn. At the beginning of each of its turns that is receives no command from you, the construct can make another Wisdom saving throw. On a success, the charmed condition ends on the construct.
The charmed condition ends on the construct if you move more than 60 feet from it.
Technological Interface. You can expend 1 of the staff's charges as an action to interact with magical technology within 60 feet of you that you can see. At the DM's discretion, this may be used to activate switches at a distance, disarm traps, or power machinery, for example. Additional effects, if any, are decided by the DM.
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses all of its magical properties. On a 20, the staff regains 1d8 + 2 charges.
Notes: Damage: Lightning, Focus, Artificer
Previous Versions
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5/22/2026 11:13:20 PM
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Coming Soon
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