Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)

This item is a staff of smooth amber throughout which are suspended elemental sparks of acid, cold, fire, lightning and thunder.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls, as well as to spell save DC with acid, cold, fire, lightning, or thunder spells.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Elemental Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 of your choice of acid, cold, fire, lightning, or thunder damage to the target.

Elemental Spell. When you cast a spell which deals acid, cold, fire, lightning, or thunder damage, you can expend 1 charge to deal an extra 1 damage die of the spell's specified damage and die type. You can expend up to 2 charges in this manner to deal up to 2 extra damage dice.

Elemental Power. When you cast a spell which deals acid, cold, fire, lightning, or thunder damage, you can expend 3 charges to give one target of the spell you can see disadvantage on its first saving throw against the spell.

Elemental Affinity. When you cast a spell which deals acid, cold, fire, lightning, or thunder damage, you can expend charges equal to the level of the spell to change the spell's damage from one of these listed damage types to another.

Notes: Damage: Acid, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Spell Save DC, Damage: Cold, Damage: Fire, Damage: Lightning, Damage: Thunder, Damage: Acid, Damage: Cold, Damage: Fire, Damage: Lightning, Damage: Thunder, Disadvantage: Saving Throws, Replace Damage Type: Acid, Replace Damage Type: Cold, Replace Damage Type: Fire, Replace Damage Type: Lightning, Replace Damage Type: Thunder, Bonus: Magic, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding

Item Tags: Damage Control Combat Warding

NeilS

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