This legendary staff is sought after any and all necromancers who know of it. The staff allows the user greater powers for controlling the dead. Whilst attuned the user gains the following benefits:
- Your spell attack and spell save DC increase by one.
- You can use the staff as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.
True Necromancer. Any Undead raised by spells you cast is under your control permanently, meaning you don't need to recast in order to keep control. Anyone you kill whilst attuned to this staff has its soul consumed by the staff. The staff also allows you to cast the following spells without material components:
(At will): toll the dead, chill touch
(1/Day Each at level 5): vampiric touch, ray of sickness, bestow curse
(3/Day): animate dead
Crimson Tendrils (3/Short Rest). As an action, you can point the staff at one creature of your choice within 60 feet of you. The creature must make a Strength (Athletics) check or Dexterity (Acrobatics) check against your spell save DC or become grappled and restrained by crimson red tendrils. You can pull the creature closer to you by 15 feet as a bonus action. A creature can attempt to break free as an action with a Strength (Athletics) check against your spell save DC.
Curse. Any creature that attempts to attune to the staff must make a DC 16 Charisma saving throw. On a failure, the creature takes 50 (10d10) necrotic damage. If this reduces the target to 0 hit points, they die instantly and their soul is consumed by the staff. If they survive the damage, the attunement is unsuccessful. On a success, the creature undergoes a transformation. The creature is now classed as undead and if the creature was a humanoid it becomes a vampire, though it retains its spellcasting abilities.
When attempting to unattune, the creature must make a DC 16 Charisma saving throw. On a failure, it takes 50 (10d10) necrotic damage. If this reduces the target to 0 hit points, they die instantly and their soul is consumed by the staff and they feel an overwhelming need to not let go of the staff. On a success the target unnatunes and reverts to the type of creature it was before, though it always hears the call of the staff.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Bonus: Magic, creature with access to third level spell or higher, Creation, Buff, Debuff, Cursed
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