This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
Found in the Wizard of Wines Winery, this seemingly nondescript staff is dyed a deep and vibrant purple, transitioning into a vibrant red towards the wooden handle. This staff seemed to have been used to mix the fermenting wines throughout the history of the Wizard of Wine's operations, and it appears as though either the winery's connection to the Keepers of the Feather, or the general benevolence of the winery's mission to distribute wine for free for the benefit of the people of Barovia, has imbued this mixing stick with holy properties. Perhaps the Goddess Ezra or the Raven queen are offering you their favor?
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 2 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. When a creature is damaged by this effect, it must succeed on a DC 13 Constitution saving throw or become Intoxicated (poisoned), making attack throws and saving throws with disadvantage for the duration of this effect. If two charges were expanded to fuel this effect, the creature must make the save with disadvantage. A creature intoxicated by this effect can attempt to overcome the intoxication with a successful DC 13 Constitution save at the end of their turn, and each failure decreases the DC of this save by 1.
When you are hit by a melee attack or melee spell attack, you can expend 3 charges to cast the spell Barkskin on yourself as a reaction. If the increase in AC would cause the triggering attack to miss, the strike still connects and you instead take half the damage you would have taken (similar to having resistance to the triggering attack). This effect does not protect you from any additional effects of the strike.
If the wielder of this staff bears a Mark of the Raven, the following effect can be used, without requiring attunement to the staff:
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Notes: Bonus: Magic, Damage: Force, Poisoned, By a Bard, Cleric, Druid, Sorcerer, or Wizard, Damage, Buff, Debuff, Combat, enchantment
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