Staff, very rare (requires attunement by a Bard, Cleric, Sorcerer, Warlock, or Wizard)

You have resistance to psychic damage and advantage on saving throws against being frightened while you hold this imposing staff decorated with a bat motif of dark violet and black colors.

The staff has 10 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: cause fear (1 charge), fear (3 charges), grim terror (new) (5 charges), or phantasmal killer (4 charges). You can increase the spell slot level of cause fear by one for each additional charge you expend.

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 and is destroyed. You must succeed on a DC 15 Wisdom saving throw or else the staff returns to you each night in your dreams to terrify you, giving you chronic nightmares. Each time you sleep, you must repeat the saving throw. On a failure, the staff prevents you from gaining any benefit from that rest. In addition, when you wake up, you take 3d6 psychic damage. On a successful saving throw, the nightmares end. If you can't be frightened, you are immune to this effect.

 

Notes: Resistance: Psychic, Advantage: Saving Throws, Bard, Cleric, Sorcerer, Warlock, or Wizard, Control, Debuff, Combat, Deception, Warding

Item Tags: Control Debuff Combat Deception Warding

BenevolentEvil

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