Staff (quarterstaff), rare (requires attunement by a Artificer, Wizard, Warlock, druid)

+2 attack rolls, and saves made against spells cast from.

This staff has 10 charges. While holding it, 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 spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

25 ft diameter, allies to staff holder- on start of turn, roll 1d4. Add the total to your total hp. If max hp, applies temporary HP. Temp Hp can stack up to 12 hp.

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 Group - Healing, Bonus: Magic Item Attack With Wisdom, Bonus: Spell Save DC, Bonus: Magic Item Attack With Strength, Artificer, Wizard, Warlock, druid, Healing, Versatile, Topple

Item Tags: Healing

BatteredYellowKnight

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