Staff, legendary (requires attunement by a Lawful, Good, Lawful Good.)

The staff has 6 charges for the following properties. It regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d6 + 1 charges.

You can use a bonus action to speak this magic staff's command word, which causes the staff to become magically fixed in place. Until you use a bonus action to speak this magic staff's command word again, the staff doesn't move, even if it is defying gravity. The staff can hold up to 8,000 pounds of weight. More weight causes the staff to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed staff up to 10 feet on a success.

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: spare the dying (2 charges), protection from evil and good (3 charges), or Mending (1 charge).

You can also use an action to cast one of the following spells from the staff without using any charges: light, thaumaturgy, or word of radiance.

You can use an action to create up to 30 gallons of holy water in a container. The holy water is clean and doesn't go bad. If a creature drinks the holy water it regains a number of hit points equal to 1d4 + 1. A creature that has benefited from the healing effects of the holy water can not benefit from them again for 24 hours. Once you use this property, you can’t use it again until you finish a short or long rest.

 

Notes: Lawful, Good, Lawful Good., Damage, Control, Detection, Combat, Deception, Warding

Item Tags: Damage Control Detection Combat Deception Warding

MasterJustson

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