Staff, legendary (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)

This iconic and legendary ornate staff can be wielded as an arcane focus for your spells. While holding it, you gain a +3 bonus to your Armor Class, all saving throws, your spell save DC and spell attack rolls. The staff has 50 charges for the following properties, spells and abilities below. It regains 4d10 + 10 expended charges daily at dawn. 

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Charm Person (1 charge), Magic Missile (1 charge), Sleep (1 charge), Clairvoyance (3 charges), Counterspell (3 charges), Dispel Magic (3 charges), Divination (4 charges), Fly (3 charges), Hypnotic Pattern (3 charges), Lightning Bolt (3 charges), Major Image (3 charges), Pulse Wave (3 charges), Geas (4 charges), Polymorph (4 charges), Scrying (4 charges),  Conjure Elemental (5 charges), Telekinesis (5 charges), Wall of Force (5 charges), Disintegrate (6 charges), Flesh to Stone (6 charges), Whirlwind (7 charges), Foresight (8 charges), Prismatic Wall (9 charges).

Arcane Mastery. You can also use an action to cast one of the following spells from the staff without using any charges: Detect Magic, Featherfall, Fog Cloud, Find Familiar, Levitate, Knock, Detect Thoughts, Legend Lore, Control Weather. In addition, you learn the cantrips Shocking Grasp and Mage Hand, which count as always prepared and do not count against your cantrips known or prepared. 

Blink. Whenever you use a spell slot or charges 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.

Twist of Fate. When you make an attack roll, an ability check, or a saving throw, and roll a 9 or lower on the d20, you can use your reaction to balance fate and treat the roll as a 10. You can use this reaction for 1 charge.

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.


This type of staff is thoroughly linked to the image of the spellcasting profession, rare though it is. It is among the most powerful tools that a wizard can possess, the culmination of complex enchantments and endless study. This particular example is good in melee, grants numerous powerful spells, and offers protection from charms and evil. It can also cast some of the most powerful divination spells in the game - thus are the favorite spells of Cameron the Clairvoyant. This is the quintessential Mage item.

This magic item was created 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, Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Detection, Combat, Deception, Warding

Item Tags: Damage Control Detection Combat Deception Warding

WishfulWarlock3

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