this staff was created true sheer luck and endurence. the staff used to be a small branch from the world tree witch has undergone many world tribulations.
there ones was a elf who went on a pilgimish to find the world tree, after years of searching he finaly found it. ones he god there he got rid of all his worldly belongings
he left his gold, jewelrie and most of his clothing till he only had the bear nesesitys the momen he had taking them all of and descarded a small brench fell down. he picked it up and started making his way back to his village. true out the journy back, he went throught many distractions and attampeds to pull him back to the worldly deciers. when he preserved true through the entire journy back, the spirit of the world three desented befor him and turned the staff to what it is now.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: mass suggestion (6 charges), mass healing word (5th-level version, 5 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), or wall of force (5 charges).
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: Damage: Force, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Magic, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding
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