Staff (quarterstaff), legendary (requires attunement)

A powerful surge of wieldable lightning, this bolt can be wielded as a magic quarterstaff that grants a +3 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 2d6 lightning damage.

Thunder. (Recharge 5-6) 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 Constitution saving throw against your spell save DC or become stunned until the end of your next turn.

Lightning Strike. (Recharge 5-6) You can use an action or bonus 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 Dexterity saving throw against your spell save DC, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. (Recharge 5-6) You can use an action or bonus 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 Constitution saving throw against your spell save DC. On a failed save, a creature takes 2d6 thunder damage and becomes stunned until your next turn. On a successful save, a creature takes half damage and isn't stunned.

Thunder and Lightning. (Recharge 6) You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the use of those properties, only the use of this one.

Storm Control. All storms within 1 mile are under your control, and while within a storm the Authority of the Storm’s other abilities always recharge on your turn. Additionally, you are a Large air elemental with flying speed equal to your walking speed, unless you had a higher flying speed beforehand. You are immune to lightning and thunder damage, as well as the conditions exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious. Additionally, any time you roll a 1 for lightning or thunder damage, you may reroll.

Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Bonus: Magic, Damage, Combat, Versatile, Topple

Previous Versions

Name Date Modified Views Adds Version Actions
5/26/2022 8:15:42 PM
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Item Tags: Damage Combat

Astaper

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