Staff (quarterstaff), very rare (requires attunement by a User attunement required)

Weapon contains 6 charges and regains 1d6 expended charges at dawn. Once per turn, you can expend a charge when you make a melee weapon attack using the quarterstaff. When you do, you make the attack as normal before slamming the weapon into the ground at your feet.  Immediately following the attack, the ground in a ten-foot cone in the direction the attack was made shudders and briefly tears apart. Flames leap from the cracks in the ground, forcing any creature within the cone to make a DC 16 DEX saving throw. On a failed save, a creature takes 1D8 fire damage and 1D8 bludgeoning damage.  If a creature that was hit by the initial weapon attack fails this saving throw, it is also knocked prone if it is no more than one size larger than you.

The ground magically mends itself following the attack, although faint cracks can be seen upon inspection for the next 24 hours.

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: Melee Weapon Attack: Bludgeoning, Melee Weapon Attack: Fire, Bonus: Melee Weapon Attacks, Damage: Melee Weapon Attacks, User attunement required, Versatile, Topple

Tigerfish20

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