Staff, legendary (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have resistance to acid, cold, fire, lightning, and thunder damage while you hold this magical staff.

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a 20. On a 20, the staff regains 1d12 + 1 charges.

Command Elemental. While holding the staff, you can use an action to expend some of its charges to attempt to command an elemental you can see within 60 feet. This ability costs a number of charges equal to the target's challenge rating (minimum 1 charge). You can choose to control the elemental or banish it.

If you choose control, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 hour. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While charmed in this way, the elemental can understand your verbal commands and does its best to obey them.

If you choose banishment, the target must succeed on a Charisma saving throw against your spell save DC or suffer the full effects of a banishment spell which does not require concentration. The target has disadvantage on this saving throw if your spell save DC is greater than its challenge rating.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: chromatic orb (8th-level version, 6 charges), conjure elemental(7 charges), conjure minor elementals (6 charges), elemental bane* (4 charges), elemental weapon (3 charges), plane shift (to elemental planes only, 7 charges), primordial tides (new) (8 charges), primordial ward* (5 charges), or shelter from energy (new) (7 charges). You can also use the staff to cast the planar ally (6 charges) or planar binding (5 charges)  spells using their normal casting times, but only to affect elementals.

You can also use an action to cast one of the following spells from the staff without using any charges: chromatic orbcontrol flames,* detect magicgust,* dragon's breath,* mold earth,* protection from energy, or shape water.*

Transmute Elements. You can use an action to break the staff over your knee or against a solid surface, which releases elemental magic that alters the form of each creature and object within a number of feet equal to 5 × one-third of the number of charges in the staff, mixing and warping the elements. Ground, water, and air in the area is transformed to slurry: heavily obscured water that is difficult terrain. The staff is destroyed. Each other creature and object in the area must make a DC 20 Constitution saving throw. On a failed save, a target takes 6d12 force damage and is stunned until the end of its next turn. On a success, it takes half as much damage and isn't stunned. A creature killed by this effect is transformed into slurry.

Notes: Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Lightning, Resistance: Thunder, Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Exploration, Combat, Warding

Item Tags: Damage Control Exploration Combat Warding

BenevolentEvil

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