Staff (quarterstaff), artifact (requires attunement by a Druid)

Warning! This item is meant to be very strong and should be given with extreme discretion. Was originally designed for a circle of spores druid. 

This staff was found in the possession of a slain insane druid dressed in strangely antiquated attire, after they stumbled out of a spontaneous cloud of fog, and attacked a powerful adventuring party.

Scavenged from the remains of a slain massive tree blight, this staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. You gain the following benefits while holding it.

-You add half your proficiency bonus to your spell attack rolls and ignore half cover. You ignore 3/4 cover created by plants. 

-The staff has a number of charges equal to your level and regains 1d8 + half your level of its expended charges daily at dusk. You can consume a charge to summon 2 twig blights or 1 needle blight as an action, and the blights act on your initiative. In addition, you can expend 2 charges to summon a vine blight, or 4 charges to summon a thorny. There’s no limit on how many charges you can use a turn. You must use your bonus action to command them. Each time a charge is spent, red blood oozes from the staff’s pores, and you must succeed on a DC 15 Wisdom saving throw against your spell save DC or be afflicted with long-term madness. If you fail by 5 or more, you are inflicted with indefinite madness.

-While you are attuned to the staff, plant creatures don’t regard you as hostile unless you harm them or assist in the harming of them.

-Whenever you create an undead or summon a plant creature, it adds your proficiency bonus to its attack rolls.

Your spells and abilities ignore a creature's poison resistance (Level 8) and treat poison immunity as poison resistance (Level 10). 

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: Druid, Versatile, Topple

AJDeathclaw

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