Staff, legendary (requires attunement by a Sorcerer, Warlock, or Wizard)

This strickingly dull staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you also gain a +2 bonus to spell attack rolls.

While holding the staff, you can use an action to expend its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5th-level version, 5 charges), gust of wind (2 charges), disintegrate (6th-level version, 6 charges), passwall (5 charges), fireball (3rd-level version, 3 charges), daylight (3 charges), dispel magic (3rd-level version, 3 charges).

The staff gains 4d6 + 3 charges daily at dawn and can hold a maximum of 50 charges at once.

The staff also grants its wielder resistance to fire, acid, lightning, poison and cold damage as well as immunity to the paralysed and blinded conditions.

Notes: Bonus: Spell Attacks, Bonus: Magic, Immunity: Petrified, Immunity: Blinded, Resistance: Fire, Resistance: Acid, Resistance: Lightning, Resistance: Poison, Resistance: Cold, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding

Item Tags: Damage Control Combat Warding

TancredeBeauchamps

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