Staff, artifact (requires attunement by a Wizard)

The Staff is rune-carved in the shape of a red dragon claw with fire opals as the tips holding a jacinth gem, the scales are 50 bloodstones with thin palladium veins.

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you also gain a +3 bonus to spell attack rolls, saving throws and your AC.

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 2d6 + 1 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.

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 explodes dealing 20d8 fire damage in a 10 ft. radius.

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: conjure elemental (7 charges),dispel magic (3 charges), fireball (7th-level version, 7 charges),flaming sphere (2 charges),fire shield (4 charges),invisibility (2 charges),knock (2 charges),melf's minute meteors (7th-level version, 7 charges),passwall (5 charges),plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, grease, light, mage hand, or levitate (self only).

Armageddon Blast. You can use an action to speak its command word, performing Armageddon Blast. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 20-foot-radius sphere centered on it. You have a 75 percent chance to instantly travel to a safe demiplane, as if created by a demiplane, avoiding the explosion. If you fail to avoid the effect, you take fire damage equal to the damaged roll. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 15d8. On a successful save, a creature takes half as much damage.

Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the staff before you can expend the charge to cast the spell.

Drain Magic. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the staff, you can expend 1 of the staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.

Master of Evocation. When you cast an evocation spell of 3th level or lower while holding the staff, you can make an Intelligence (Arcana) check with a DC of 15 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot, you can’t do so again until you finish a long rest, unless you expend a spell slot equal to the level of the spell cast.

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Notes: Damage: Force, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Magic, Advantage: Saving Throws, Wizard

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