Staff, legendary (requires attunement by a Wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff deals necrotic damage to you equal to 2 x the number of excess charges (this damage cannot be resisted in any way).

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: finger of death (7 charges), dispel magic (3 charges), freezing sphere (7th-level version, 7 charges), acid arrow (2 charges), ice storm (4 charges), invisibility (2 charges), mirror image (2 charges), cloudkill (7th-level version, 7 charges), animate dead (5th-level version, 5 charges), plane shift (7 charges), modify memory (5 charges), blight (4 charges), or suggestion (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: gentle repose, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

Ghastly Retaliation. You can use a reaction when an undead creature you control dies within 60 ft of you to expend any number of charges currently in it into the undead as it expires, causing it’s animating necrotic energies to surge and explode outward in a 30-foot radius sphere centered on it.

Each living creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes an amount of necrotic damage based on how far away it is from the expired undead, as shown on the table below. On a successful save, a creature takes half as much damage. Undead creatures within the radius take half the damage as temporary HP instead.

 

Distance from Origin Damage
10 ft. away or closer 6 x the number of charges
11 to 20 ft. away 4 x the number of charges
21 to 30 ft. away 2 x the number of charges

 

Notes: Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Wizard, Damage, Control, Detection, Combat, Deception, Warding

Previous Versions

Name Date Modified Views Adds Version Actions
1/21/2022 1:37:24 PM
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Item Tags: Damage Control Detection Combat Deception Warding

ebonparadise

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