Wondrous Item, legendary (requires attunement by a artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice. Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

The screwdriver has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Spell Absorption. While holding the screwdriver, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the screwdriver absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the screwdriver total number of charges above 50, the screwdriver explodes as if you activated its retributive strike (see below).

Spells. While holding the screwdriver, you can use an action to expend some of your charges to cast the spells you have prepared for the day, the amount of charges consumed equals the level the spell was cast. You can also expend more charges to increase the level of the cast spell.

Transmuted Spells. When casting a spell that deals a damage type from the list below, you may change that damage type to one of the other types listed: fire, radiant.

Retributive Strike. You can use an action to break the screwdriver over your knee or against a solid surface, performing a retributive strike. The screwdriver is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the screwdriver. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, artificer

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