An ornate golden staff with a crystal orb affixed to one end. While the staff is being held, the orb faintly glows a violet hue as arcane text projects from it and orbits the sphere. Within the orb lies the spirit of Aluneth, a once powerful archmage. It is rumored that Aluneth achieved immortality, but disappeared some time after. His soul, however, is now bound to this staff, along with something else far more terrifying.
Aluneth, the Guardian Spire is the phylactery of the lich Thel'zan the Duskbringer. Aluneth defeated Thel'zan in battle, but could find no way to prevent him from returning to his phylactery. So Aluneth conducted a powerful ritual to bind his own soul to the staff.
Aluneth now wages an eternal conflict with Thel'zan, preventing the lich's physical form from returning. If Aluneth should ever lose this battle, it could spell doom for the world.
You gain a +2 bonus to your spellsave DC.
While attuned to Aluneth, you know the magic missile spell if you don't already know it and it is automatically prepared. This does not count against your maximum number of spells that can be prepared per day. When you cast magic missile roll a d20 and consult the Arcane Power table:
| d20 | Effect |
|---|---|
|
1-10 |
No effect. |
|
11-15 |
1 additional missile fires. |
|
16-18 |
2 additional missiles fire. |
|
19 |
2 additional missiles fire. The missiles each deal 1d6+1 damage. |
|
20 |
3 additional missiles fire. The missiles each deal 1d8+1 damage and the staff gains an additional 1d6 charges. |
Whenever you expend a spell slot, Aluneth gains a number of Arcane Charges equal to the spell slot's level. These charges are kept until you finish your next Long Rest. You can expend one or more charges to perform the following abilities:
Arcane Empowerment. When you deal force damage, you can spend 2 charges and re-roll a number of dice up to your Intelligence modifier. You must use the new rolls.
Bolstering Spellweave. When casting a spell that effects a friendly creature, you can expend a number of charges equal to 2 plus your Intelligence modifier, granting the target Temporary Hit Points equal to 1d4 per charge spent.
Arcane Barrage. When you deal damage with a spell of 1st level or higher, you can use your bonus action to expend a number of charges equal to 2 plus your Intelligence modifier. Your spell deals an additional 1d6 force damage per charge spent to one creature damaged by your spell.
Arcane Shield. When you are attacked you can use your reaction to expend a number of charges equal to 2 plus your Intelligence modifier, increasing your AC by 1 per charge spent. This bonus lasts until the start of your next turn.
Arcane Explosion. As an action, you can expend a number of charges equal to 2 plus your Intelligence modifier and unleash a torrent of arcane energy from Aluneth. Creatures within 5 feet of you must make a Dexterity saving throw. A creature takes 1d6 force damage per charge spent on a failed save, or half as much damage on a success.
Evocation. As an action, you consume Arcane Charges to recover spell slots. You regain 1 level of spell slots per 4 charges spent. Once you use this ability, you must finish a long rest before you can use it again.
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: Spell Save DC, wizard, Versatile, Topple
Previous Versions
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1/20/2019 11:53:55 AM
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9
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1/20/2019 11:55:08 AM
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8
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1/21/2019 6:08:05 AM
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52
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3
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9/3/2022 8:57:26 AM
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795
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30
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9/3/2022 9:18:44 AM
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783
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10/29/2022 8:56:22 PM
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788
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3
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