Staff, artifact (requires attunement)
Using the staff takes one action. Upon casting, roll a d20 to cause one of the following effects.
- Nothing.
- Caster takes 1d4 psychic damage.
- Casts one bolt of magic missile.
- Casts hideous laughter on the target.
- Imagine Reinhardt’s ultimate. Everyone in a 10 foot cone in front of you must make a dex save vs the caster’s intelligence or fall prone.
- Roll Int The opponent is covered in ice during their next turn. Dealing 1d6 damage and giving them disadvantage on any roll that uses str, dex or con their next turn. It also raises their AC by 2 until it wears off.
- Roll to use the staff again but twice. (You must re-roll if you get another 7)
- Deals exactly 8 damage to the target. Regardless of modifiers resistances or armour class. It can not be dodged or blocked.
- The caster and the target switch locations.
- Blasts everything within 5 feet in front of you backwards 15 feet dealing 1d4+1 bludgeoning damage. They must roll acrobatics or fall prone.
- Roll to hit (+intelligence modifier) the staff shoots a pale blue orb that travels very fast. The target shrinks to half their size giving them half movement, hp and damage. But also raising their AC by 3 (hard to hit) Lasts until your next turn.
- (Wisdom roll to hit) Deal 1d6+3 necrotic damage and heal half that much.
- Target must make a charisma saving throw against the caster. If it hits the target will crit fail their next attack. (A smokey dark-blue sphere hits them in the chest when it is cast)
- (Wisdom to hit) If the target is at ¼ health they die instantly, their body turns to dust like in infinity war.
- Roll charisma, beat the opponents charisma save and the opponent drops their weapon (like expeliaramus)
- The staff morphs into a one-handed sword that deals 2d6+strength+profficiency+2 piercing. (It acts as a magic weapon) lasts 3 turns
- Deals 2d8+4 necrotic damage. Roll to hit with wisdom modifier.
- Shoots a beam of red light at the target. Int modifier to hit. If it hits, it creates a clone of the target that has all of their (physical) stats and weapons, but can only make angry growling sounds and is extremely aggressive towards the target. The clone has only 6 hp and disappears upon death.
- The staff grows arms and legs and starts attacking the opponent on its next turn. Its str dex and con are equal to the caster’s charisma. Its AC is 11+dex mod and it has 7+con mod health. It has an int, wiz and cha mod of 0. It deals 1d4+str mod+2 damage. Upon defeat (and only upon defeat) it returns to staff form.
- Target must succeed a constitution save vs caster’s int stat or be turned into a chicken. They must succeed a constitution saving throw of 18-how many turns it’s been on their turn to change back.
Notes: To use the staff, you must be wearing Alarix's red glove on your right hand., Combat
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