BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Foci - Uncommon

Staff of the Adder
Requires 2 slots
Requires attunement by a Divine, Primal, or Pact Magic spellcaster
The top of this staff is carved in the likeness of the head and neck of an adder. The wielder can speak this staff's command word and make the head of the staff come alive in the form of an animate poisonous snake for 1 minute. By speaking the command word again, the staff returns to its normal inanimate form.   The wielder can make a melee attack using the snake head, which has a reach of 10 feet. They use their spellcasting modifier and proficiency bonus for the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.   The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, staff returns to its inanimate form, and cannot be reanimated until it has at least 1 hit point. Using the spell Mending on the staff restores 5 hit points to it. The staff regains all it's hit points when the wielder finishes a long rest.  
Arcane Reserve (Twist)
Requires 1 slots
Requires attunement by a wizard
Increases the amount of spell slot levels regained by Arcane Recovery by 1.   See Staves - Variabe Rarity.  
Covenant of Power
Requires 2 slots
Requires attunement by an Pact Magic spellcaster
The wielder can draw from the covenant between them and their Patron for more power. As an action, the wielder regains one of their Pact Magic spellslots (Once per long rest).  
Staff of Flight
Requires 2 slots
Requires attunement by an Arcane, or Pact Magic spellcaster
The length of this staff is carved with swirls of wind. The wielder can speak this staff's command word and make the staff and themselves light as a feather and start to hover a couple of inches of the ground. As long as they are wielding the staff or riding it like a broomstick, the wielder has a flying speed of 50 ft.   The staff can carry up to 400 pounds including the wielder, but its flying speed becomes 30 feet while carrying over 200 pounds. The staff and wielder stop hovering when they have landed.  
Metamagic Reserve (Twist)
Requires 1 slots
Requires attunement by a sorcerer
Allows the wielder to regain 3 sorcery points as an action.   See Staves - Variabe Rarity.  
Staff of the Python
Requires 2 slots
Requires attunement by a Divine, Primal, or Pact Magic spellcaster
The top of this staff is carved in the likeness of the head and neck of an python. The wielder an use an action to speak this staff's command word and throw the staff on the ground within 10 feet of them. The staff becomes a giant constrictor snake under the wielder's control. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.   The snake is an ally to the wielder and their companions. It can telepathically communicate simple ideas with the wielder, but knows no languages. In combat, it shares the wielder's initiative count, but it takes its turn immediately after. It obeys the wielder's telepathic commands (no action required). If they don’t issue any, the snake takes the Dodge action and uses its move to avoid danger.   While the staff is in stake form, it still functions to augment the wielder's spellcasting. Any other effects the staff may have are disabled. The spellcaster can use either themselves or the snake as a starting point to determine the range of their spells.   If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff cannot be reanimated until it has at least 1 hit point. Using the spell Mending on the staff restores 5 hit points to it. The staff regains all it's hit points when the wielder finishes a long rest.  
Staff of the ... Major Weave
Requires 2 slots
The staff is designed to assist the wielder in casting their favoured school of magic. The crafter chooses one of the following Schools of Magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The wielder can use the staff to cast one of their prepared 1st- or 2nd-level spells corresponding to the chosen School of Magic as a 2nd-level spell, without using a spell slot. This ability can be used once per long rest.   See Staves - Variabe Rarity.  
Staff of the Healer's Major Miracle
Requires 2 slots
The staff is designed to assist the wielder in casting healing magic. The wielder can use the staff to cast one of their prepared 1st- or 2nd-level spells that restores hit points to a creature as a 2nd-level spell, without using a spell slot. This ability can be used once per long rest.   See Staves - Variabe Rarity.  
Reserve of Power (Major)
Requires 1 slots
Requires attunement by a Arcane, Divine, or Primal spellcaster
The wielder gains one additional 1st-level spellslot.   See Staves - Variabe Rarity.  
Shadespell
Requires 1 slot
The wielder recieves a +1 bonus to their spell save DC while their spells are cast from dim light or lower, or while heavily obscured in shadows.  
Skyblinder
Requires 1 slot
The top of the staff pulses softly with a white light. If a flying creature the wielder can see within 30 ft. makes an attack roll against them, they can use their reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.  
Staff of the Spider
Requires 2 slots
Requires attunement by an Arcane, Primal, or Pact Magic spellcaster
The top of this staff is shaped like a spider. The staff has 10 charges, which are used to fuel the spells within it. The wielder can use an action to cast one of the following spells from the staff, expening the requisite charges: Spider Climb (1 charge) or Web (2 charges, spell save DC 15).   The cast spells require no components, spellslots, or concentration. The effects of the spells are dispelled if the wielder unequips the staff.   The staff regains 10 expended charges when the wielder finishes a long rest.  
Staff of the Warmage
Requires 1 slots
Requires attunement by an spellcaster
This staff is designed for ranged combat magic. The wielder ignores half cover and 3/4 cover when making a ranged spell attack.  
Symbol of the Devout
Requires 1 slots
Requires attunement by an Divine spellcaster
The top of the staff is emblazened with the symbol of the wielder's god. The wielder can use their Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the wielder finishes a long rest.  
Symbol of Good Fortune (Blessed)
Requires 1 slots
Requires attunement by a follower of Penelope
The wielder gains a +1 bonus to AC, Luck checks and saving throws.   See Staves - Variabe Rarity.  
Symbol of the Moon (Untamed)
Requires 1 slots
Requires attunement by folower of Cernunos
Heal an additional creature for 2 + spell level when casting a healing spell.   See Staves - Variabe Rarity.

Comments

Please Login in order to comment!