Wondrous Item, legendary (requires attunement by a sorcerers, warlocks, wizards, druids)

A staff who's origin remains a mystery, it finds it's way into the hands of whoever needs it most. This wielder could be preparing for a life altering adventure, or a hero trying to save the world. The wielder may not even know that their future is full of excitement. The staff has writing along the side of it that says the name of the current wielder and their current location, so that the staff may be returned safely to the wielder. As it travels from wielder to wielder, the names of previous wielders are stored for future wielders to see. 

When wielding the staff, you can expend a certain number of charges to cast the following spells (with pre-chosen damage types):

  •  1 Charge: Chromatic Orb-Lightning
    • You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 lightning damage.
  • 2 Charges: Chaos Bolt-Lightning
    • You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 2d6 damage. A creature can be targeted only once by each casting of this spell.
  • 3 Charges: Call Lightning
    • A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

      When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity DC 14 saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

      If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

  • 4 Charges: Chain Lightning
    • You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

      A target must make a Dexterity DC 16 saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

  • 5 Charges: Prismatic Spray-Lightning
    • Eight yellow rays of light flash from your hand. Each creature in a 60-foot cone (up to eight targets) must make a Dexterity DC 15 saving throw. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  • 6 Charges: Illusory Dragon-Lightning
    • By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

      When the illusion appears, any of your enemies that can see it must succeed on a Wisdom DC 14 saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

      As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of lightning in a 60-foot cone originating from its space. Each creature in the cone must make an Intelligence DC 14 saving throw, taking 7d6 lightning damage on a failed save, or half as much damage on a successful one.

      The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Notes: sorcerers, warlocks, wizards, druids

Megatron136

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