While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it:
- Cure wounds (1 charge per spell level, up to 4th),
- Lesser restoration (2 charges),
- Mass cure wounds (5 charges).
- Revivify (8 charges).
While wielding the staff, the character may expend 1 charge to create an aura that allows the wielder to know the health status and magical or nonmagical conditions of all allies within 60 feet. While in effect, the wielder may use a bonus action to expend 1 charge to target 1 creature up to 20 feet away with a spell cast from memory, Any of the spells that the owner knows up to 2nd level spells, or with the use of the staff's other charged features.This effect lasts as long as the wielder maintains concentration and control of the staff. While this aura is in effect, the character may not take actions that cause damage to living creatures.
While holding the staff, you can use an action to speak one of three command words. Speaking any command word ends any other effects produced by the staff, and also ends the same effect if it is already active:
- "Candle" causes the tip of the staff to emit a soft blue light with a radius of 1 ft. (1 Charge)
- "Lantern" causes the tip of the staff to emit bright light with with a radius of 20 ft. (2 Charges)
- "Sun" causes the tip of the staff to emit a bright light with a radius of 30 ft. momentarily, allowing up to six creatures within the light's radius to regain 2d8+[1d6(or average)] hit points. This activation has no effect on undead or constructs. The light is then ended, and this command word produces no effect from the staff until the next dawn. (4 Charges)
If you die while you have the hold to the staff, your soul enters it, unless it already houses a soul. You can remain in the staff or depart for the afterlife. As long as your soul is in the staff, you can telepathically communicate with the new owner if there is any. The Dead can come back to life if the corpse is near the staff and the Revivify spell was cast, (Time restriction does not apply but the condition of body must be operational)
If the user attempts to cast a charge that is higher than the owner's Level, it will cast but will exhaust the owner to the point of unconsciousness, The condition duration is 24 hours
Notes: Melee Weapon Attack: Bludgeoning, Unconscious, 3 days (sun sets) to attune, and must be chosen by the staff after solving the required puzzles before obtaining it , Healing, Buff, Utility, Combat
How many charges does it have and when do they come back and how many are restored?
What are the required puzzles?
(I am not sure if I did the reply right, so here is a second shot at that:)
Thanks for reminding me, I forgot to include it :
It has 12 charges, but it restores 1D10 (or take 6 without roll) after each sunrise,
[If you like to make it harder for players, you can go with 10 charges and restored only 3 after each sunrise (no roll)] ^_^
The idea was so the DM choose the Puzzles, BUT...
There are 7 Legendary items (A.K.A The True Items) that were used to save the world but it was done so in secret... The Owners of the items decided that they are too powerful to be held by anyone, so people must prove their worth, each item was stored in different locations and different realms.
One of them was the staff of the True Cleric that was stored in The Anauroch, Temple of the forgotten white tiger. During this test, near the end of puzzles, the players would have to kill the tiger that resides there and use its blood and corpse to open the gates that holds the staff.
(if they have investigated during their search in the temple, they come to realisation that the tiger is the last of its kind)
IF Players decided to give up on the staff because they don't want to kill the tiger, the spirit of the True Cleric will speak to the cleric of the group and guide them on how to achieve the staff without killing the tiger...
But if they try to kill the tiger without hesitation, they have to role for group con save (DC 18) on failure, they will be knocked out and wake up a day later outside of the temple and can never enter the temple again, on success, they have to battle the tiger (Difficulty level very hard but dependable on the players levels and stat) if they lose the battle, they knock out and wake up outside and etc.... but if they win, The Cleric of the group would have to role con save (DC 23) on fail, they have to have a conversation with the True Clerics soul on their subconscious/ dream and convince the TC they are worthy of wielding the staff, (Role-play dependence)
However if they feel hesitant and are not sure if they want to kill the tiger, not given up but don't want to kill the tiger and are taking a lot of time to decide, the tiger will take things into his own hands and sacrifices himself for them and opens the gate by his own death
(Thats the kinda morality test the puzzle needs) [Or you can ignore all of this and go with your own puzzle ;3]