This hat can be wielded as a magic flail that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The hat 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.
Spell Absorption. While holding the hat, 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 hat 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 hat's total number of charges above 50, the hat explodes as if you activated its retributive strike (see below).
Spells. While holding the hat, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the hat without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to rip the hat in half, performing a retributive strike. The hat 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 hat. 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.
| Distance from Origin | Damage |
|---|---|
| 10 ft. away or closer | 8 x the number of charges in the staff |
| 11 to 20 ft. away | 6 x the number of charges in the staff |
| 21 to 30 ft. away | 4 x the number of charges in the staff |
Inside this hat are 12d4 pine cones.
If you dump the hat's contents out on the ground, they explode in a 10-foot radius, extending from the pine cones. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a pine cone from the hat, as soon as it touches another surface, the bean produces an effect 1 minute later from the spot where it impacted. Upon impact, roll a d100 to determine the effect based on the table below.
| D100 | EFFECT |
|---|---|
| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
| 02-10 | A bird appears and rests on your shoulder for 1d4 hours, loudly judging your every move. |
| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |
| 21-30 | A lit birthday candle appears before the caster. In front of the candle is a note. The note reads “blow the candle out to make a wish." Until the candle is extinguished, time is frozen. |
| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |
| 41-50 | 5 violent Myconids appear and begin attacking the party |
| 51-60 | A random person in 60 feet grows rabbit ears and gains advantage on all Perception checks. The rabbit ears disappear after 1d4 hours. |
| 61-70 | A random person spits glitter when they talk. It gets everywhere. The effect ends after 1 minute but the glitter never goes away. |
| 71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |
| 81-90 | Up to 8 creatures of your choice gain 2d10+6 healing immediately, and add 20 to their max HP until the next long rest |
| 91-99 | 1d8 medium sized purple tentacles rise from the ground. They are semi-sentient and not aligned to friend nor foe. They attempt to grapple anything within range (DC 14) |
| 00 | Pine Cone of Many Wishes: Planting this pine cone causes a tree to sprout immediately, bearing a pine cone that can be harvested to cast the Wish spell. Harvesting this pine cone while the tree is still a sproutling, causes the tree to die. Should the tree be allowed to fully grow, it gains one pine cone every decade, on the anniversary of the day it was planted. At any time, should the final pine cone be harvested from the tree, it dies immediately. Each pine cone grants the wielder the ability to cast the wish spell once, causing the pine cone to immediately be destroyed. |
Notes: Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Be Althea, Damage, Control, Detection, Combat, Deception, Warding
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