This wooden quarterstaff seems incredibly simple at first glance, having no adornments of any kind. In reality, few of these wonderfully useful staves exist, and crafting a new one is exceptionally difficult. Some attempts replicate a few of the effects, but few manage to encompass all of its benefits. True Staves of the Wanderer have the following listed effects:
Multipurpose Tool. The Staff of the Wanderer is a magical quarterstaff that gains a +3 bonus to attack and damage rolls. In addition to the Staff’s magic bonus to attack and damage rolls, you gain the bonus to checks made while using the Staff. Work with your DM to ascertain whether a check would benefit from the Staff. Examples include: Cracking the Staff on the ground and making an Intimidation check, using the Grasping Crook feature to grapple a creature, turning the Staff’s head into a hammer or chisel and making a Woodworking Tools check, etc.
Six Incantations. You can speak one of the Staff’s six incantations as a bonus action. An incantation’s effect lasts until you speak a different incantation or until you speak the same incantation again, which causes the Staff to revert to its normal form.
If you speak the first incantation, the Workers’ Chant, the head of the Staff becomes an artisan’s tool of your choice. You gain proficiency with said tool and add double your proficiency modifier to any check made with the tool if you are already proficient. The haft of the Staff shortens or lengthens to the appropriate length of said tool.
If you speak the second incantation, the Grasping Crook, the Staff’s head turns into a shepherds crook. With this, your grapple reach extends by 5 feet. When you make a grappling check with the Staff, the crook wraps around whatever you are attempting to grapple. In addition, as a reaction when a creature enters or attempts to exit your melee range, you can make a grapple attempt. Regardless of success, you deal 1d4 damage to the creature.
If you speak the third incantation, the Soldier’s Friend, the Staff becomes a pike. This special pike can be wielded in one hand to deal 1d8 damage on a hit, though it lacks the reach property. It has the light, finesse, and thrown properties, with a range of 20/60. As a bonus action, you can recall the Staff to your hand. On a critical hit when thrown or wielded in two hands, the Staff overpenetrates the target, dealing the same damage to any creature or object behind it within 5 feet. If the creature or object is by a wall, it becomes pinned, and is considered grappled. The DC to escape equals 15 + your proficiency bonus and is a strength saving throw.
If you speak the fourth incantation, the Sailor’s Delight, the Staff becomes a fishing pole. When cast, fish within 15 feet of the bob must make a wisdom saving throw or be compelled to bite the lure. The DC to resist equals 15 + your proficiency bonus.
If you speak the fifth incantation, the Camper’s Respite, the Staff expands and unfurls into a Large tent. The inside of the tent is a small demiplane, operating under the same rules as the Magnificent Mansion spell. The interior is warm and cozy and resembles a large but humble cabin or tavern. This effect can only be used once every 24 hours.
If you speak the sixth incantation, the Tree of Plenty, and plant the Staff in the ground, the Staff grows into a 120 foot tall tree with a trunk diameter of 30 feet and a canopy that extends to 90 feet at its widest. The tree has 8d6 apples, pears, oranges, and other fruits. Eating one of the fruits heals a creature for 3d8 hit points and cures them of any poison, disease, or negative condition that isn’t a curse. Once all of the fruit has been plucked, the tree shrinks back down into the base Staff form. Once this feature has been used, it cannot be used for another 3d4 days.
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: by an adventurer, Utility, Exploration, Combat, Versatile, Topple
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