Staff, very rare (requires attunement by a short rest focusing on it)

A red-brown wood staff that has smooth, unpolished hollow tubes made of a greenish grey metal of similar diameter at each end. This staff can be wielded as an arcane focus or magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. A musket ball and charge can be loaded into each end and both can be fired at will, each as an action, and functioning as a +2 musket (unaffected by moisture and cannot misfire). Reloading both ends with regular musket balls takes 4 turns, half on one. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Thunder. 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 DC 17 Constitution saving throw or become stunned until the end of your next turn.

Thunderclap. You can use an 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 DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Alakablam. Loaded or not, you can use an action to point one end of the staff in a direction, say the command word, and fire off a magic cone of force damage with a fixed range of 50ft and a width of 25ft. Anything caught in the blast must make a DEX save equal to your spell save DC, taking 3d6 force damage on failure, half on success. This can be done without actually holding the staff as long as you're 100ft from it, if it's not being held by anything or secured, the staff will launch itself up to 80ft in the opposite direction, stopping only if it collides with something, including enemies. If it collides with an individual, they too must make a Dex save based on your Spell save DC or take 1d6+2 bludgeoning damage, none on success.

Notes: Bonus: Magic, Deafened, Stunned, short rest focusing on it, Damage, Control, Debuff, Combat

Item Tags: Damage Control Debuff Combat

SteampunkRecon

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