Staff (quarterstaff), legendary (requires attunement)

This staff appears to be made of hewn brass and stamped nickel. Missing from the upper half is a three-tiered cross made of desiccated femurs; the symbol of Archdeacon Klimt hung proudly over Irythyll's famed cathedral until the Pontiff's Rise.

Archdeacon McDonnell rose up against Klimt's heresy and nearly freed the people of the Boreal Valley. The Archdeacon took Klimt's rat-beasts and destroyed wide swathes of Irythyll's Dungeons, wreaking irreparable damage to the castle's foundations.

Alas, McDonnell failed - the unchallenged Klimt buried the late Archdeacon with his staff by his side; a final gift to the undead cleric. Refill 7 charges of the staff when touching a human effigy to it. As part of the ritual, the caster suffers 4d6 psychic damage. Members of Rosaria's Fingers have resistance to this damage.

The staff has 7 charges; while holding it, you can use an action to expend 1 or more of its charges to cast Soul Arrow. For 1 charge, you cast the base level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Shield neutralizes the effects of this spell.

For 7 charges, you cast the apex version of the spell, the mythical Soul Spear. 

Soul Arrow. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A soul arrow deals 1d4 + 3 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. 

Soul Spear. A beam of crackling soul energy bursts out from your focus in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 force damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. This version of Soul Arrow is not negated by Shield. 

 

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: Versatile, Topple

Previous Versions

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