Staff of Lordly Might
Staff, legendary (requires attunement)
This staff has a head carved of onyx and a shaft of gold
and functions as a quarterstaff that grants +3 bonus
to attack and damage rolls made with it. The staff has
properties associated with six different buttons that are
set in a row along its length.
Six Buttons. You can press one of the staff's six buttons
as a bonus action. A button's effect lasts until you push a
different button or until you push the same button again,
which causes the rod to revert to its normal form.
If you press button 1, the staff becomes a frost brand
greatsword as the top half of the staff transforms into an
enormous blade.
If you press button 2, the staff's onyx head transforms
into an enormous hammer, turning the staff into a magic
maul that grants a +3 bonus to attack and damage rolls.
If you press button 3, the staff's onyx head lengthens
and transforms into an pointed tip, transforming the staff
into a magic pike that grants a +3 bonus to attack and
damage rolls.
If you press button 4, the staff floats on top of liquid like
a piece of driftwood. The staff can float with up to 4,000
pounds of weight attached to it.
If you press button 5, the onyx head of the staff sheds
bright light in a 60-foot-radius sphere and dim light for an
additional 60 feet.
If you press button 6, the staff will suck up 50 gallons
of any liquid its head is placed in. Pressing this button
again causes the staff to release all the liquid at once out
of its head.
Detect Magic. While holding the staff you can use your
action to cast the detect magic spell from it. This property
can't be used again until next dawn.
Detect Secret Doors and Traps. While holding the
staff you can use your action to search for secret doors
and traps. If a secret door or trap is within 30 feet of you,
the staff's onyx head pulses with light and points at the
one nearest to you. This property can't be used again
until next dawn.
Thunder Strike. When you hit a creature with a melee
attack using the staff, you can force the target to make a
DC 17 Constitution saving throw. On a failure the target
takes an extra 4d6 thunder damage and is knocked 20
feet away from you and lands prone. This property can't
be used again until next dawn.
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