This staff can be wielded as a magic quarterstaff it has 8 charges and regains 1d4-1 charges each dawn (minimum of one charge)
The Doctors Ire(1 charge): The sound of mechanisms can be hear clanking, gears turning, pressure building as steam shoots out of the staff as all the pressure is released with a resounding boom.
Make a melee weapon attack. on a hit the creature takes 3d8+Int modifier force damage and must make a strength saving throw on a fail they are pushed back 10 feet on a success they are not moved
The Watering Hole (1-8 charges): Waving the staff around the sound of a merry inn can be heard glasses clinking, singing, and friendly conversations then a drink is shared with a patron as a smile runs across your face.
Choose one creature within 60 feet a tankard appears in front of them when they drink the Liquor the regain 2d6 hit points. the caster can choose to expend more charges to gain an extra d6 per charge
The Clans Wrath(4-6 charges): Rage builds up within you these foes must go they will take everything form you if you do nothing your family of old will make sure this never happens again as they take aim
3 large constellations of hunters pull back on their bow and fire. Choose 3 locations you can see within 90 feet every creature within 5 feet an arrow as it crashes into the ground must make a dexterity saving throw or take 1d10 Thunder damage or half as much on a success. you can spend 1 extra charge for an extra d10 up to 3d10 per arrow
The Reapers Grasp(3 charges): Death comes for all that is they way the world works that how it will always works it is time for them to meet their fate
A spectral scythe blade attaches to the staff, church bells can be heard by all who are hostile to you. make a melee weapon attack on a hit the staff deals extra necrotic damage equal to 5+ twice you total levels (ex. for a level 10 adventurer it would be 5+20) and must succeed on a constitution saving throw on a fail they are inflected with the poisoned condition regardless of resistances.
Lets Play a Game(4 charges): Everyone needs some merriment in their lives and nothings better than a good game of cards
swinging the staff produces cards in front of the people who you think need a little excitement in their lives. As an action choose a number of creatures equal to your proficiency bonus each creature must make a Wisdom saving throw on a fail they are put under the effects of the spell fast friends. On a success it is unaffected and the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Through The Foggy Glass(2 charges): a true drunkard knows how many drinks he had just not what was in them
Tipping the staff produces a simple flask drinking from it yields some interesting results. as a bonus action roll a d20 on the blood hunter mutagen table list
The Ancients Power(3 charges): A father must look after his child even if those around him disagree
slamming the staff against a creature cuts them deep deep as any sword. as an action make a melee weapon attack on a hit it deals normal damage plus an extra 1d8 you can then bestow temporary hit points equal to the damage dealt these temporary can stack with existing temp hp.
Starlight(5 charges): the night sky can produce light and like no other and many cautionary tales can be gleamed from them
As if the night sky has been plucked from the heavens the stars are in your hands. as an action you can cast the dawn spell without material components
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: Magic, Deafened, Stunned, Must have an Intelligence or Wisdom of 15 or higher, Damage, Control, Debuff, Combat, Versatile, Topple
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