Staff (quarterstaff), unknown rarity (requires attunement by a by a Sorcerer/Wizard)

Description:

This staff is blessed (or cursed?) with sentinence, by the Divine Forge and have the following attributes (The staff have it, it's not giving these to the wielder, at least not right away):

Abilities: 

Int: 13 (+1) Wis: 15 (+2) Cha: 11 (+0) 

Proficient in: Insight +5, Perception +7, History + 4

Communication:

The item can speak to it's wielder using the mental connection throught attunement, and understand the following languages (Common, Fiendish & Celestial). It can also read text's in it's known languages.

Senses:

Hearing and normal vision to 60 ft True Sight 30ft (Only if wielded by it’s designated carrier & attuned, not while worn on back/in bag’s etc) 

Alignment

Lawful Neutral (only known if detected by a spell etc) 

Special Purpose

The staff, where created without a special purpose in mind, much against it’s own wishes. It detests the current attention a sentient staff warrant’s and would love nothing more than to be left alone to it’s own musings somewhere, away from all the noise and crowdy areas.

Yet, it cannot deny, that the prospect of magic, wonderful feats of mystery, brought about by the strongest mages does make it curious. It’s current carrier (it’s not given the ‘title’ wielder until it’s actually attuned to the staff) seems like an able-minded sort that just might satisfy this urge to see or experience more magic! Powerful magic, preferable at a distance, away from too many distracting sources of noise or colors.

The center gem, who functions as the 'heart' of the staff is colored after how it feels towards it’s wielder. (range -30 to +300)

Black (- 30-20): Hostile

Red (21-84): Base level 

Green (85-259):

Blue (260+) (Current Level)

Increase & Decrease in reputation:

Reputation goes from -30 to 300+. It decrease and increase based upon certain actions made by it's wielder and is usually individually how that loyalty goes up or down from each sentient item. It is yet unknown how exactly the staff values it’s wielder and how to increase it’s loyalty towards it.

Current Stats:

Black – Red – Green - Blue

  • +4 to AC, Attack Rolls (spells only) and Spell DC
  • Staff has room for 16 Charges (at this level) and regains 1d6 +8 Charges each Long rest.
  • These charges can be used to cast spells from the spell slot’s assigned on the staff, filled previously or for the more adventurous mage, letting the staff try it’s best at producing a spell (known or unknown to the wielder) to assist in the current situation. If this is an unknown spell, the wielder can, when time and place allows for such, try to learn the spell that was cast, and add it to it’s own spellbook, this is determined by an Arcana roll, exactly how is yet to be determined (DS, difficulty, time since spell cast etc) but it’s expected to be a time consuming task and not something that can be done on the road etc.
  • The exact spell slots found within the Staff at this level:
    • 1  lvl 5 slot (each require 5 charges to spend)
    • 2 lvl 4 slots (each require 4 charges to spend)
    • 3 lvl 3 slots (each require 3 charge to spend)
    • 4 lvl 2 slots (each require 2 charge to spend)
    • 5 lvl 1 slots (each require 1 charge to spend)

Divine Dome:

With the latest and final development of the staff, it has gained an understanding with its wielder on a greater level than before. This has helped it to unlock additional powers, to aid both its master but also the companions, should it be tasked to do such.

Once a day (between each long rest) the Staff can bring forth a Dome of Radiant light, with a diameter of 15ft, the staff being the exact center of the Dome. The staff need some assistance in keeping up the Dome, so it requires its wielder to expend a spell slot (of any value). The dome stays up for a number of turns equal to the spell level of the spell slot being used. Any bonuses shared of the creatures in the dome remain until the start of the first turn without being inside the dome. So if they were to move outside of the dome, or the dome were removed, they would not loose any bonuses until the start of their next turn.

Every creature that starts its turn within the dome, and thats considered friendly by the staff (not its wielder, altought it will attempt to take its wielders will into consideration!) will be granted ‘access’ to a bond, among all the other beings within the dome. This bond allows the users to share magical bonuses and strengthen them as a whole.

Not everything is possible to be shared, as the staff is the one to replicate the magic and some things are beyound even it to duplicate. A few examples:

  • Elemental ressistances & Immunities to elements
  • Temporary Ability Enhancements
  • Magical Enhancements to Saves and
  • Special Magical Abilities that provide unique effects, like Haste, Enlarge/Reduce
  • Temporary AC/Hit Points & Attack Bonuses, as long as they are magical in nature
  • More to follow as it is discovered

*Be aware, that any concentration spell, thats replicated will increase the difficulty to maintain concentration, depending on how many creatures take part in the effect. For each additional being that get a bonus, a -3 is added to any concentration check thats done, as long as they have the effects of the bonus.

For example, if Haste was given to someone within the dome, and then shared to 2 other party members within the dome, the concentration check would be at -6 in total. -3 for each additional target that gets the benefits from the effect. And any drawbacks from breaking concentration would be felt among all targets. But only the caster of the spell, would be required to keep the concentration. Any damage or distraction to any of the other targets of the spell wouldnt disrupt the caster.

The dome follows the staff, so if the wielder moves around with it, the dome follows its path. Unless the wielder were to leave the staff stationary for some reason while the Dome were created.

Whenever a ranged magical attack is fired into the dome from the outside, the dome ressist some of the magical energy of the attack. Any damage dealt to targets within the Dome is reduced by 1D4 damage. 

 

Aditionally, and this is true for all levels except Black, the Staff give the user +7 Passive Perception, this is to represent the added effect of having a 2nd mind on your side, looking around. There are some limitations to this, as it doesnt have a Human mind, nor ordinary eyes to look with. But in most cases, it will count as a flat +7.

The Staff have also a life of it's own, and not all magical powers or qualities might be revealed at first contact.

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: Passive Perception, Bonus: Spell Save DC, Bonus: Spell Attacks, Bonus: Passive Investigation, Bonus: Armor Class, If/When the last charge is spent, roll 1d20, if 11-15, regain 3 charges. 16-19, regain 5 charges. On a 20, regain 9 charges and gain advantage on the next Spell-related check made*. On 1-10, the next long-rest only refreshes 1d4 +2 charges instead. *Within 5 turns of the last spent charge, by a Sorcerer/Wizard, Versatile, Topple

Isenduil

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