Magic Artifact. This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls and your spell save DC.
Major Arcana. You have advantage on any Arcana or History check you make. You can also read all writing.
Spell Siphon. While holding the staff, you have advantage on saving throws against spells, and resistance to damage from spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level.
Magic Mastery. You can use an action to cast one of the following spells from the staff at their lowest level, without using any charges: Identify, Detect Magic, Sleep, Color Spray, Magic Missile, Disguise Self, Comprehend Languages, Find Familiar, Featherfall, Mage Armor, Tongues, Silent Image, Protection from Good/Evil.
Charges. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells or abilities from it, using your spell save DC and spellcasting ability. The staff has 50 charges for the following properties. It regains 4d10 + 10 expended charges daily at dawn. In addition, you can use the staffs charges to power your own spells, allowing you to use them instead of your spell slots. For example, you could cast any third level spell you know for 3 charges from the staff.
- Blink. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 30 feet of you. In addition; When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
- Arcane Infusion. When you cast a damaging spell or cantrip, you can expend 1 charge to cast the spell and choose to change the damage type to fire, cold, poison, acid, thunder, lightning, psychic, radiant, force or necrotic.
- Prodigy. If you spend 1 minute studying your spellbook, you can expend 1 charge to replace one of your spells with a different spell in your spellbook. You can spend any number of charges to replace or prepare new spells.
- Jinx. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to expend 1 charge to give one target of the spell disadvantage on its first saving throw made against the spell.
- Wild Magic. When you cast a spell using a spell slot while you are holding this item, you can choose to spend 1 charge to roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
Ultra Unique Ability. When you first attune to this item, the staff will manifest one of the below abilities for your permanent usage. The ability cannot change, and the staff (DM) will select the 'most appropriate' ability to each individual character. This ability can be used once per long rest (if applicable), and is considered the capstone ability of this artifact.
- Spellweave. If you aren't wearing armor, your base Armor Class is 15 + your Intelligence modifier.
- Absolute Cancel. You can cast Dispel Magic or Counterspell (your choice) as a 9th-level spell without expending a spell slot. Once you do so, you can't do it again until after a long rest.
- Overkill. You can cast one spell as its 9th-level version of the spell without expending a spell slot.
- Overchannel. When you cast a spell of 1st through 6th level that deals damage, you can deal maximum damage with that spell.
- Absolute Focus. You are able to focus on two concentration spells at once. When you take damage which causes you to make a Constitution save to maintain concentration, you gain a bonus to that save equal to your Intelligence modifier.
- Maxima. You double the radius, size or parameters of the spell you cast with charges or spell slots. For example, 20 ft radius sphere for Fireball becomes a 40 ft sphere.
This magic relic was crafted by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.
Notes: Bonus: Magic, Bonus: Spell Attacks, Advantage: Saving Throws, Wizard, Damage, Control, Detection, Combat, Deception, Warding
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