This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack and spell save DC rolls.
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 d20. On a 20, the staff regains 1d12 + 1 charges.
Sentient, Alignment: Lawful Neutral. Telepathy to 120ft
Intel: 24 Wisdom: 22 Charisma: 20
SKILLS:
Expertise: Investigation, Arcana. and History
Proficient: Religion, Performance, Medicine, and Insight.
Languages: Common, Elven, Sylvan, Primordial, Celestial, Infernal, Abyssal, Draconic
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack and spell save DC rolls.
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 d20. On a 20, the staff regains 1d12 + 1 charges.
Special Purpose. This weapon was created to hunt and slay Undead and as a benefit grants the ability to reach into the ethereal plane from spells cast from the staff. While in the ethereal plane, spells cast from the staff can reach into the material plane.
Dancing. You can use a bonus action to toss this magic staff into the air and speak the command word. When you do so, the staff begins to hover, flies up to 120 feet, and attacks one creature of your choice within spell range of it. The staff uses your attack roll, spell save DC, and ability score modifier to damage rolls.
While the staff hovers, you can use a bonus action to cause it to fly up to 120 feet to another spot within 120 feet of you. As part of the same bonus action, you can cause the staff to attack one creature within 5 feet of it.
After the hovering staff attacks for the fourth time, it flies up to 120 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the staff has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 120 feet away from it.
Alertness. While holding the staff, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
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: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|---|---|
| 10 ft. away or closer | 8 x the number of charges in the staff |
| 11 to 20 ft. away | 6 x the number of charges in the staff |
| 21 to 30 ft. away | 4 x the number of charges in the staff |
Notes: Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Bonus: Spell Save DC, Bonus: Melee Weapon Attacks, Damage: Melee Weapon Attacks, Advantage: Initiative, Advantage: Perception, Bonus: Passive Perception, Sorcerer, Warlock, or Wizard, Damage, Control, Detection, Combat, Deception, Warding
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