As long as the staff has at least 1 charge it is considered a magical quartstaff with a +1 to hit and +1 to damage. The staff can be used as an arcane symbol when attuned.
The Staff holds 10 charges. The wielder can cast the following spells. Detect Magic (1 charge), Darkvision (2 charges), See Invisibility (2 charges). The staff regains 1D8+2 charges at dawn.
If the last charge is expended, have the wielder roll a D20. On a 1 the staff becomes a normal quarterstaff and can no longer recharge it's magical properties.
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: Damage: Bludgeoning, Melee Weapon Attack: Bludgeoning, Sorcerer, Warlock, or Wizard, Versatile, Topple
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