Molasses black in color and engraved with druidic ruins this quarterstaff emanates great power.
This staff can be used as +3 Quarterstaff.
This staff holds 20 charges. You may cast the following through the staff.
| Spell Name | Number of Charges Used |
|---|---|
| Enlarge/Reduce | 1 |
| Pass Without Trace | 2 |
| Freedom of Movement | 4 |
| Reincarnate | 10 |
| Planar Binding | 12 |
The charges are only regained by having Archdruid's Discipline consume the magic from another magical item. The following chart outlines how many charges are regained.
| Magical Item Rarity | Number of Charges Regained | Consumption Time |
|---|---|---|
| Common | 2 | 1 Day |
| Uncommon | 3 | 2 Days |
| Rare | 5 | 4 Day |
| Very Rare | 6 | 1 Week |
| Legendary | 7 | 2 Weeks |
| Artifact | 10 | 1 Month |
While attuned to Archdruid's Domain you gain the following:
+2 Wisdom (this can raise your Wisdom above 20)
Nature's Reach
- When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
Gift of Nature
You have learned to regain some of your magical energy by communing with nature. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 4th level or higher.
Fey Kinship
- You have advantage on saving throws against magical spells and effects created by Fey creatures.
- You have advantage on Charisma checks when interacting with Fey creatures.
Heart of the Wild
- Your Wild Shape forms are not restricted by Challenge Rating.
- You can Wild Shape as a bonus action instead of a action.
- While in Wild Shape your forms gain the following benefits in addition to any other bonuses:
- Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- +3 to all attacks and damage rolls
- +3 Armor Class
- You gain the ability to Rage.
- In battle, you fight with primal ferocity. On your turn, while wild shaped you can enter a rage as a bonus action.
- While raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee attack using Strength or Dexterity, you gain a bonus to the damage roll equal to your Wisdom modifier.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging.
- Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
- Once you have raged the number of times equal to your Wisdom modifier, you must finish a long rest before you can rage again.
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: Wisdom Score, Bonus: Ability Score Maximum, Bonus: Magic, Druid, Versatile, Topple
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