Distilled from a sliver of the essence of Tiamat, the Queen of the Dragons, Wrath of Tiamat grants its wielder unimaginable power. The staff grants +3 to spell attack rolls and +3 to spell save DC. Otherwise it has ten charges which can be used to cast a number of spells. Should damage be dealt with these spells, the wielder may choose to alter the damage type to be one of acid, cold, fire, lightning or poison. The number of charges expended is determined by the level the spell is cast at: 1st (2 charges); 2nd (3 charges); 3rd (5 charges); 4th (6 charges); 5th (7 charges). Charges cannot be replenished, but as a bonus action further charges can be added by spending an equal number of sorcery points. Sorcery points cannot be regained by spending charges. At dawn the staff resets to 10 unused charges. The spells that can be used are as follows:
hellish rebuke, Rime's binding ice, Ashardalon's stride, Raulothim's Psychic Lance, summon draconic spirit.
Apart from the inherent power of Tiamat imbued within the staff, it was also created as part of a ritual of destruction. To invoke the ritual of Tiamat's Wrath, the staff must have a total of 100 charges. If, as an action, all of these charges are expended at once, the following occurs. Over the course of a minute, within an 80ft radius circle centred at a point of the wielder's choice within 600 feet, the Earth begins to lift out of the ground and crush into a huge floating sphere of rock. The rocks rise at a speed of 30 feet every 6 seconds. On the turn that the charges are expended, any creature within the radius can make a DC17 dexterity saving throw to get off the levitating rocks safely. On a save, a creature takes half fall damage. If the creature fails but rolls higher than 10, they take full fall damage. Should the creature roll lower than ten, they fail to get off the rock and must repeat the save again the next turn. If any creatures remain on the rock by the end of the minute they are crushed and die instantly. After the minute of levitating has passed, as an action the caster may choose another point within 600 feet. The ball of rock turns molten and rushes like a meteor towards that point. Creatures within and 80 ft radius of the point of impact must make a DC17 Dexterity saving throw. On a failed save they take 20dg bludgeoning and 20d6 fire damage. A successful save results in half damage. Creatures within 40 feet of the point of impact automatically fail this saving throw. Once the 100 charges are expended at the beginning of the ritual, it cannot be stopped by any means except perhaps the wish spell. Counterspell is ineffective against the ritual.
Once the ritual is cast, the staff breaks. A sorcerer can attempt to mend the staff twice a day by expending 10 sorcery points. On the first attempt, there is a 5% chance that it is mended and a 20% chance that it disintegrates. On the second attempt, there is a 20% chance that it is mended and a 15% chance it turns into dust. However, on the second attempt, there is also a 5% chance that the excessive charging of the staff summons Tiamat. If Tiamat is summoned, the staff is turned to dust. If a third attempt is made before the day is over, the staff turns to dust.
Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, Requires attunement by a sorcerer.
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