Staff (quarterstaff), very rare (requires attunement by a druid with proficiency in quarterstaff, sickle, and spear.)

A weapon carved with images of four horseman on each quarter of its length.  Its common form is a long, average sized quarterstaff made out of ebony wood.  Any non-metal pieces of the weapon are made of smooth -- and often sharp -- bone.  Each of the horseman on its length is engraved with a name in Druidic Runes:  War, Conquest, Famine, and Death.

Any attack roll made with with weapon can use either the user's Strength modifier (on melee attacks), Dexterity Modifier (on ranged attacks), or Wisdom Modifier (for either).  Each morning, the user of the weapon can choose a form for the weapon to take;  the user can choose for the weapon to keep its current form.  This ability can be used once a day, and recharges at dawn.  The forms of the weapon are as follows:

Form 1 - War:  In its War form, the weapon takes the form of a Spear.  The spear functions as a normal spear for all melee purposes;  when thrown at an enemy, the spear causes extra blood to spew out of the target, causing an extra 2d4 necrotic damage on a hit.  The spear has no returning function, and must be retrieved after being thrown;  the spear has the properties Thrown (15 / 50) and Versatile.

Form 2 - Conquest:  In its Conquest form, the weapon takes its normal form of a Quarterstaff.  The quarterstaff functions as a normal quarterstaff, dealing 1d8 bludgeoning damage instead of its typical 1d6, while also functioning as a Druidic Focus.  Once per combat, the user of the staff can cast the 2nd level spell Hold Person without expending a spell slot.

Form 3 - Famine:  In its Famine form, the weapon takes the form of a Sickle.  The sickle deals the damage of a normal sickle but heals the user by 1 hit point every time a non-undead and non-construct enemy's hit points are taken below 1 by the sickle.  The user can add +2 to their attack rolls with the sickle.

Form 4 - Death:  In its Death form, the weapon takes the form of a Scythe, dealing 2d6 damage on a hit, with disadvantage on attack rolls against targets within 5 feet of the user, and the properties Heavy, Reach, and Two-Handed.  Once per day, the user can cast the 2nd level spell Enlarge/Reduce without expending a spell slot;  this ability recharges at dawn every day. 

If the user is attuned to the weapon, they can add their proficiency bonus on to any attack roll with any form of the weapon.  Once a user becomes attuned to the weapon, any other creature that attempts to use the weapon will become confused as to how to use the weapon properly;  this effect lasts until the attuned user dies or becomes attuned to a different weapon.

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: druid with proficiency in quarterstaff, sickle, and spear., Versatile, Topple

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