Staff, legendary

Ayame Moonfire and Ekim the Mage collaborated in the creation of this powerful item.

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 30 charges for the following properties. The staff regains 1D10 + 5 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its +3 bonus to attack and damage rolls but loses all other properties until the next dawn. On a 20, the staff regains all charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 force damage to the target.

Spells. While holding this staff, 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 and spell attack bonus: cone of cold(5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges), animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), wall of thorns (6 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 42-foot-radius sphere centered on it. You have a 75 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 20 × the number of charges in the staff. Every other creature in the area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin

Damage

10 ft. away or closer

10 x the number of charges in the staff

11 to 20 ft. away

8 x the number of charges in the staff

21 to 30 ft. away

31 to 42 ft. away

6 x the number of charges in the staff

4 x the number of charges in the staff

 

Greater Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 80 feet tall and has a 15-foot-diameter trunk, and its branches at the top spread out in a 30-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. The      inside of the tree has the same properties of a Tiny Hut spell, with 8 "floors" and a 9th "floor" in the form of a tree house at the top of the tree. (Each floor and the tree house are a separate Tiny Hut connected from the inside with a trap door leading down from the top.) The branches are situated to make climbing the tree to enter the tree house with ease. Arriving at the top, the door to the tree house will be open. When the door to the tree house is closed the branches will rearrange themselves to make climbing extremely difficult. (Acrobatic or Athletic check DC 20 to climb.) While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

 

Tiny Hut Spell: A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

 

Notes: Bonus: Melee Attacks, Damage: Bludgeoning, Bonus: Armor Class, Bonus: Saving Throws, Bonus: Spell Attacks, Damage: Force, midnight, Damage, Combat

Previous Versions

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12/4/2023 11:12:09 PM
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12/4/2023 11:14:24 PM
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Item Tags: Damage Combat

LordPresident1st

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