This staff can be wielded as a magic quarterstaff that grants a +4 bonus to attack and damage rolls made with it. It also has the following additional properties.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 3d12 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d8 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 4d12 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. This can only be used this way once per day.
Ball Lightning. The staff can be held close to your chest to become one with lightning and move up to 40ft in any direction. A 1d4 is rolled for the distance with a multiple of 10. A 1d8 is rolled to determine direction (1 being the direction you are facing, rotating clockwise). If an enemy is caught in the path of ball lightning, they suffer from 8d12 damage. Ball lightning may be used twice for an action, or once for a bonus action.
Notes: Bonus: Magic, Deafened, Stunned, Damage, Control, Debuff, Combat
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