Staff (quarterstaff), legendary (requires attunement by a Requires Attunement by a monk)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

  • Lengthen. The staff lengthens for any length up to 30 feet. If there isn't enough room for the staff, it attains the maximum possible size in the space available. The staff will hit every creature in a line 5 foot wide up to the length of the staff. When used to attack in this way, every creature in the path of the staff must succeed on a DC20 dexterity save. On a hit, roll the bludgeoning damage for the staff plus modifiers. On a success, the creatures in the path of the staff takes no damage. 
  • Shrink. The staff's size can be reduced to a length of a needle and discreetly hidden. 
  • Illuminate. the staff sheds bright light in a 30-foot radius, illuminating magical darkness. The light can be colored as you like. Completely covering the staff with something opaque blocks the light.
  • Hold. Become fixed in place similar to an "Immovable Rod." Until you will it otherwise, the quarterstaff doesn't move, even if it is defying gravity. The quarterstaff can hold up to 8,000 pounds of weight. More weight causes the staff to fall. A creature can use an action to make a DC 30 Strength check, moving the fixed staff up to 10 feet on a success.

 

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, Requires Attunement by a monk, Damage, Combat, Versatile, Topple

Item Tags: Damage Combat

kayoriaani

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