The staff acts as a +1 arcane focus. Spell attacks cast through the staff gain an additional 1d6 psychic damage.
If it is used as a bludgeoning weapon it uses strength or dexterity. any target hit must make a Constitution saving throw (equal to the attacker’s spell save DC) on a failure the target takes an additional 1d10 poison damage and takes 1 point of Intoxication. another point is added for each subsequent hit
intoxication information
1 point = disadvantage on intelligence + wisdom saving throws and ability checks and every time the target begins to move they must make a Dexterity saving throw DC 8 or fall prone, they can stand up again during their movement but lose half their movement and must make the save again at the start of the new movement (DC increase by 2 for each point of intoxication)
2 points = disadvantage on attack rolls and disadvantage on dexterity checks and saving throws
3 points = disadvantages on saves against falling prone and other effects that involve balance (DMS discretion)
4 points = target is considered Confused and must role from the confusion table unless they use their bonus action to 'sober up'
5 points = target must make a Constitution saving throw at the beginning of their turn (dc 13) on a fail the target vomits and it can only make an action or bonus action that turn
6 points = the target must make a Constitution saving throw (dc 15) on a failure the target falls unconscious. the dc increases by 1 for each subsequent point to a max of 20
While attuned to the artifact you - gain intoxication points at double the rate but you make saving throws from intoxication affects with advantage, you gain advantage on charisma checks while in a venue that serves alcoholic beverages and against people who are intoxicated
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: Ranged Spell Attacks, Monk (with spellcasting), Druid, Bard or Warlock, Damage, Buff, Debuff, Combat, Focus, Versatile, Topple
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