Staff (quarterstaff), legendary (requires attunement by a by an Artificer or Knowledge Domain Cleric)

This unassuming metal quarterstaff shines a dull copper-y color.

You gain +1 to attack and damage rolls made with this magic weapon. It has the following additional properties.

Smash Atoms. Whenever you use it to reduce a creature to 0 Hit Points, the staff absorbs some of the creatures Atoms, collecting data about the kind of creature you defeated. You learn the creatures species; any immunities, resistances, or vulnerabilities; and choose one ability score to learn.

The Best Defense. The staff is aware of your surroundings and will guide your hands to block attacks. You gain +2 AC while wielding this magic weapon.Atom Smasher can cast the shield spell on you once per day. It decides when to cast the spell.

Sentience. Atom Smasher is a sentient chaotic good weapon with an Intelligence of 18, Wisdom of 15, and Charisma of 10. It has a hearing and darkvision out to a range of 120 feet.The weapon can speak, read, and understand Common, and can communicate with it's wielder telepathically. Its voice is energetic yet thoughtful. While you are attuned to it, Atom Smasher also understands every language you know.

Personality. Atom Smasher speaks with insatiable curiosity, and will often interrupt you to ask about something entirely off topic.

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: Bonus: Magic, by an Artificer or Knowledge Domain Cleric, Versatile, Topple

TheRadmiral

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