This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack, spell, and damage rolls made with it. The staff has 22 charges for the following properties. This staff regains 3d6+4 each morning at dawn. If I have expended my last charge, roll a d20. If the value is 1, the staff is destroyed. If the value is 20, the staff regains 1d8+2 charges.
Power Strike: When I hit with a melee attack using the staff, I can expend 1 charge to deal an extra 1d6 force damage to the target.
Burning Hands: As I hold my hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from my outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save or half as much damage on a successful one. I can use this spell expending 2 charges.
Blood Knife: I create a shard of ice with my blood and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 3d6 cold damage. I can expend 4 charges to use this spell while doing 1 damage to myself.
Thunderwave: A wave of thunderous force sweeps out from me. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save and is pushed 10 feet away from you. The creature takes half as much damage on a successful save and isn't pushed. In addition, unsecured objects completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. I can use this spell when I expend 3 charges.
Heart Of Darkness: Creates arms of shadow coming from me and the staff wrapping around the target with a range of 30 ft. Target takes 3d6 damage, and if I roll a 1 on a d4, the target is paralyzed for their turn. I must expend 4 charges to use this spell, and after completion, I must roll a [roll]1d6[/roll] and do whatever the dice lands on.
1 |
Lose 1 hit point |
2 |
-2 AC until long or short rest |
3 |
-5 on all strength-related saving throws until long rest or short rest |
4 |
-4 on all wisdom-checks until long rest |
5 |
-5 intelligence checks until short rest |
6 |
-3 on all dexterity-related saving throws until short rest |
Inflict Wounds: Make a melee spell attack against a creature I can touch. On a hit, the target takes 3d10 necrotic damage. I can use this spell when expending 4 charges.
Darkness: When I expend 1 charge I create Magical darkness that spreads from a point I choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point I choose is on an object I am holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Moonbeam: In a range of 120 ft, I can create a silvery beam of pale light that shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save or half as much damage on a successful one. A shapechanger makes its saving throw with a disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of my turns, after I cast this spell, I can use an action to move the beam up to 60 feet in any direction. I can cast this spell using 3 charges.
Spike Growth: Within my 150 ft range, I can make the ground in a 20-foot radius centered on a point within range twist and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. I can cast this spell using 2 charges.
False Life: Bolstering myself with a necromantic facsimile of life, I gain 1d4+9 temporary hit points for an hour. This spell costs 2 charges to cast.
Damage Exchange: I can heal someone’s injuries, but the amount of damage I heal from them, half of it damages me. E.g., I heal 10 damage, I take 5. This costs me 3 charges.
Notes: Zeltron - Staff of Shadows - Requires attunement by minion of Mask