Staff, legendary (requires attunement by a Spellcaster)

An ancient artifact of swirling energy, the staff bends and moves reality around itself. Empowered by the Gods of the Giants to serve its cause, as it was once used to rid the continent of the nightmarish dragon Capnolithyl. After its use it was locked away deep in the mountains under the protection of Storm Giants tasked by the Gods, who have watched over its entrance for over many millennia.

The staff can be wielded with two hands to be used as a quarterstaff. Once attuned, you have a +3 bonus to attacks and damage rolls, including spell attacks, made while wielding this magic weapon.

While holding Xoziar you are granted wisdom of its cause and history. You have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type. Additionally, the staff allows you to gain proficiency in one of History, Insight, Medicine, Nature, or Survival. When you finish a long rest, you may swap the proficiency last chosen with a different one from the previous list.

Black Hole Sun. As an action, you can focus the staff's energy into a location you can see within 120 feet of you and create a purple sphere that generates intense gravitational pull, causing all creatures within 30 feet of the point to make a DC 18 Strength saving throw. On a failed save, a creature takes 6d10 force damage and is pulled up to 30 feet towards the center point picked. On a successful save, the creature takes half damage and is only pulled 10 feet towards the point. Once used, this ability can't be used again until the next dawn.

Safeguard. In the face of danger, you create a shimmering azure barrier that protects you and those around you. On a hit when being attacked, you can use your reaction to create a shield around the area within a 10 foot radius sphere from your location for a turn. All allied creatures within this barrier gain resistance to the damage type(s) taken from the attack and cannot be reduced beyond 1 remaining hit point, only while the barrier is up. You regain the use of this ability after you have finished a short or long rest.

Cursed. This item is cursed, causing the attuned to have constant nightmares every night with hauntings of previous dragons fought with this weapon. This disrupts your long rests and causes you to roll one of your hit dice after you long rest, losing the die for that day, and subtracting the number rolled from your health to start the day. This also disrupts your focus in combat as all non-dragon type enemy's attacks against you score a critical hit on a roll of 19 or 20 and cannot be avoided by certain magical means (i.e. adamantine gear).

Notes: Bonus: Magic, Bonus: Spell Attacks, Spellcaster, Control, Buff, Warding, Focus, evocation

Item Tags: Control Buff Warding Focus evocation

HellRogue

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