While you hold this magical staff, you have advantage on saving throws. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a 20. On a 20, the staff regains 1d12 + 1 charges.
Gift of Chaos. While holding the staff, you can use an action to expend up to 5 charges to replicate the effects of the Channel Divinity: Wild Blessing feature, found on page 16 of The Impermissicon, except you roll three times on the table instead of only once and choose which result to use, and it doesn't expend a use of Channel Divinity. Instead of your cleric level, you use a number equal to four times the number of charges expended. You can do this even if you are not a cleric.
Spells. While holding the staff, 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: animate objects (5 charges), cone of cold (5 charges), destructive wave (5 charges), disintegrate (7 charges), fireball (4th-level, 4 charges), jinx (new) (4 charges), lightning bolt (3 charges), plane shift (only to a plane of chaos, 7 charges), prismatic spray (9 charges), reincarnate (5 charges), or wish (but the DM has total control over the effects of the wish, 15 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: bane, bless, chaos bolt (5th-level), chromatic orb (3rd-level), cloud of daggers, shatter, or thaumaturgy.
Chaotic Offering. You can spend 8 hours undergoing a special ritual with the staff as if you were casting a ritual spell. Once completed, the staff is permanently transformed into a different magic item of legendary rarity chosen by the DM. You are no longer attuned to it. If the new item has charges, it retains whatever charges the staff had when the ritual was completed (up to the maximum number allowed by the new item).
Notes: Advantage: Saving Throws, Cleric, Sorcerer, Warlock, or Wizard, Teleportation, Damage, Control, Utility, Combat, Warding
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