Staff (quarterstaff), artifact (requires attunement by a must be in touch with all forms of magic)

Zero Staff
Legendary item (staff), requires attunement by a spellcaster

Emanating power beyond comprehension, this staff was rumored to be forged in the birthplace of magic itself. The head of the staff contains a turbulent and constantly shifting core, a vortex of elements that churns with all elemental energies known to mortals. The core defies the laws of physics and magic alike, appearing both solid and fluid at the same time. The staff’s exterior is marked with intricate runes, serving as seals to keep its power contained.

Wielder's Warning:
The gravitational pull of the staff's core is intense and threatens to consume those unworthy. Only a true connoisseur of magic, one deeply in tune with the arcane, can hope to wield The Zero Staff without being drawn into its swirling depths.

Unstable Core:
When you hit a creature with a melee attack using the staff, roll a d12 to determine the elemental effect:

Rolling a 1 - Ice: Target takes an additional 2d6 cold damage and has its movement halved until the end of its next turn.
Rolling a 2 - Lightning: Target takes an additional 2d6 lightning damage, and any metal armor it wears is electrified until the end of its next turn.
Rolling a 3 - Force: Target makes a strength check DC 15, on failure, target is pushed back 10 feet.
Rolling a 4 - Necrotic: Target takes an additional 2d6 necrotic damage and grants you temporary hit points equal to half the damage dealt.
Rolling a 5 - Force: Target makes a strength check DC 15, on failure target is knocked prone.
Rolling a 6 - Radiant: Target takes an additional 2d6 radiant damage, and undead targets have disadvantage on attack rolls until the end of their next turn.
Rolling a 7 - Force: Target is pulled 5 feet closer to you. If target has a constitution score higher than 18, this effect doesn't do anything.
Rolling an 8 - Acid: Target takes an additional 2d6 acid damage, and its armor (if any) takes a permanent -1 penalty to AC until repaired.
Rolling a 9 - Fire: Target takes an additional 2d6 fire damage, and ignites in flames, taking 1d6 fire damage at the start of its next turn.
Rolling a 10 - Force: An invisible force grips the target, having them make a DC 15 grapple check. On failure, it's restrained until the end of its next turn.
Rolling an 11 - Psychic: Target takes an additional 2d6 psychic damage and is stunned until the end of its next turn.

Rolling a 12 - Force: A protective barrier appears around you, granting you a +5 bonus to AC until the end of your next turn.

Void Touch (Legendary Action):
You can activate its most devastating power upon rolling a critical hit with the staff. Space and time distort around the target, erasing a part of its essence. The target takes 10d10 force damage, and a portion of its body or equipment (DM's discretion) disappears into the void, potentially rendering it unusable or causing a lasting injury.

Note: Use of the Void Touch should be considered carefully, as its repercussions can be far-reaching and game-changing.

 

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: Damage: Additional, must be in touch with all forms of magic, Damage, Combat, Versatile, Topple

Item Tags: Damage Combat

JvaleriusC03

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