After a heavy night of drinking, the mad mind of Luthor Kelneiros managed to combine some of his favorite magical tools into a single multi-purpose item. Now all his problems can be solved ASAPP.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to spell saving throw DCs, a +2 bonus to Armor Class and saving throws, and a +3 bonus to spell attack rolls.
This magical staff can project a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice. Whatever form the tool takes, you are proficient with it.
As an action, you can focus on the staff to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to slam the staff on the floor or against a solid surface, performing a retributive strike. The staff releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
While attuned to this staff you are unaffected by the explosion. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|---|---|
| 10 ft. away or closer | 8 x the number of charges in the staff |
| 11 to 20 ft. away | 6 x the number of charges in the staff |
| 21 to 30 ft. away | 4 x the number of charges in the staff |
Notes: Damage: Force, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Spell Save DC, Artificer, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding
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