Staff (quarterstaff), artifact

Staff of the primeval glintstone sorcerer Azur.
Only those who have glimpsed what lies beyond the wisdom of stone may wield it.

 The staff has 12 charges for the following properties. The staff regains 1d4+2 expended charges daily at dawn.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 force damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Comet Azur (6 charges), Starlight (1 charge), Scholars Armament (2 charges), Aptitude of Azur (2 charges per spell slot)

Comet Azur. Fires a tremendous comet 10ft wide, in a torrent akin to the distant starry expanse, the place said to be the origin of glintstone.  Make a ranged spell attack against the target. +8 to hit. On a hit, the target takes 8d10 force damage. And is pushed back 30ft. Range of 120 feet. Additionally, the caster must make a strength saving throw of 14 or higher. or also be pushed back 15ft.

Starlight. Creates a ball of star light to illuminate the caster surroundings up to 50 feet. The star light hovers lightly overhead. Lasts for one hour, or until caster dismisses the spell.

Scholars Armament. Temporarily enchants non-magical weapons/armaments making them magical. (Must be held in the opposing hand of the caster). Additionally, each weapon attack that is imbued, temporarily has an extra 2d8 force damage. This sorcery can be cast while in motion. (Duration of 1 minute) 

Aptitude of Azur. You are able to expend 2 charges to regain a 1st level spell slot. You can expend 2 additional charges to regain spell slots higher than 1st level (4 charges for 2nd level, 6 charges for 3rd level, etc.)

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: Creation, Damage, Control, Combat, Versatile, Topple

Item Tags: Creation Damage Control Combat

Goth_Tarzan

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