Staff (quarterstaff), artifact (requires attunement by a Artificer, Cleric, Druid, Paladin, Wizard)

The Staff of Alisaie has been rumored to be a remnant of a world lost by the passing of a recently known deity. While the goddess no longer graces this crystal sphere with her presence the power of the staff never wavers. 

This staff has 20 charges. While holding it, 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 spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), bless (2 charges per spell level up to 4th), protection from poison (2 charges), life transference (3 charges per spell level  up to 6th), Revivify (5 charges), mass cure wounds (5 charges), or heal (8 charges). 

Aura of the Twins
As an action the wielder may plant the staff into the ground expending 10 charges to project a 20ft radius aura sphere centered on the staff for 1 minute. When planted the wielder may choose one of the following effects:

Maim and Mend
While within the aura, when any creature allied to the wielder makes an attack roll, they deal an additional 1D8 radiant damage. In addition, the attacking creature heals by the additional damage rolled.

Protraction
Any creatures allied to the wielder within the aura and remain there gain an additional +2 AC as well as temporary hit points equal to the wielder's wisdom modifier times 10. Any creature who leaves the aura loses these benefits. A creature can only gain these benefits once per short rest. 

While planted in the ground the staff remains there until removed by the wielder. If the staff is removed the aura and all of its effects immediately cease. 

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

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: Artificer, Cleric, Druid, Paladin, Wizard, Healing, Damage, Buff, Combat, Versatile, Topple

Item Tags: Healing Damage Buff Combat

GildurHighwind

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