Staff, common (requires attunement)

This staff has been broken and amateurishly repaired multiple times, with fractures and notches covering it's surface. In addition, it's been modified to function like a greatclub, with large bits of wood and stone lashed to the end to give it weight. There is also a deep crack running from end to end of this staff that would have caused it to split in half had it not been bound together by various pieces of cloth and wire across it's length.

This staff has 4 charges and regains 1 charge daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff pulses and breaks the binds lashing it together and is destroyed.

The staff can be wielded as a magic greatclub. On a hit, it deals damage as a normal greatclub, and you can expend 1-3 charges to deal an extra 1d6 per charge of force damage to the target. On a critical hit, however, all charges are expended and all creatures within a 20 foot radius, including the wielder, must success on a DC 13 Dexterity save or take 6d6 force damage, creatures take half damage on a successful save.

Notes: Damage: Force, Damage, Combat

Previous Versions

Name Date Modified Views Adds Version Actions
4/21/2020 9:06:48 AM
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Item Tags: Damage Combat

RaRaRaRandomHero

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