Even a harsh, merciless nature can be out of delicate balance. Too much imbalance leads to devastation instead of rapid evolution and flourishing new species.
This truculent druid is out to fix a change that's too intense for even the unforgiving wilds of their home to handle. And since this is such a huge threat, they need more than just themselves. So they've allied themselves with any strong enough to keep balance. Sure, the druid isn't working to help the people, but the world benefits from the balance of nature.
Sentience.
The Arch Druids staff is a sentient true neutral weapon with an Intelligence of 12, a Wisdom of 20, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common, elvish, primordial and under common.
Personality.
The soul of an ancient druid named Ferdinand lives within the staff. His will and desire forces the user to lean towards balance. Even under extreme measures, nature comes first.
Dormant.
The staff grants the following benefits in its dormant state:
- You can speak, read, and write one language of choice.
- You gain a +1 bonus to spell attack and damage rolls made with this magic weapon.
- Once per day you may summon a beast, elemental or fey with a CR equal to 1/4 your level.
Awakened.
When the staff reaches an awakened state, it gains the following properties:
- The weapon's bonus to spell attack and damage rolls increases to +2.
- The weapon's Summon feature can now be used to summon at 1/3 your level.
- You have resistance to poison damage while holding this weapon.
- The druids power connects with your own even more. Letting you now add your casting modifier to all concentration checks that are for conjuration spells.
Exalted.
When the staff reaches an exalted state, it gains the following properties:
- The weapon's bonus to spell attack and damage rolls increases to +3.
- The weapon's Summon feature can now be used to summon at 1/2 your level.
- You have immunity to poison damage while you hold this weapon.
- The connection to the druid is now at its max. You gain the ability to concentrate on two spells. The stress on your body is increased as well, all concentration times are cut in half while you have two spells active. When attacked you must roll concentration on both spells separately and have disadvantage on both.
Betrayer Artifact Properties
The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
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
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