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Staff of the Elemental Eternal

This 5’ staff is made of the gnarled, petrified branch of an ancient redwood. It weighs over 240 pounds; however, once attuned, it becomes as light as fresh cut timber and can be used as a magic quarterstaff in Melee.   Staff of the Elemental Eternal is a magical relic item obtained from slaying Ymir.   Staff of the Elemental Eternal   Hit: +3 to attack rolls   Damage:
  • One-handed: 1d6 bludgeoning
  • Two-handed: 1d8 bludgeoning
    Reach: 5 ft.   The staff has 20 charges, and regains all charges every sunrise. The staff can regain an additional d6 charges per day by submerging it in a large quantity of any natural element that is highly active (e.g. a raging river, a burning conflagration, a gale-force wind, etc). If you expend the last charge, roll a d20. On a 1, the staff retains its ability to grant breath in any environment, and damage resistances, but loses all other abilities. On a 20, it unleashes a level 9 Cone of Cold directed by the wielder, using normal spellcasting rules.   When attuned to the staff can always draw breath in any environment, and gains resistance to fire and cold damage.  
  1. Cold Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 cold damage to the target.
Spells:
  • While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus:
  1. Gust of Wind (2 charges)
  2. Plant Growth (3 charges)
  3. Move Earth (6 charges)
  4. Lightning Bolt, 5th level version (5 charges)
  5. Wall of Fire (4 charges)
  6. Control Water (4 charges)
  7. Control Weather (8 charges)
 
  • Quarterstaff
  • Legendary Artifact
  • Attunement by a creature that can cast at least one spell.
  • Versatile

Mechanics & Inner Workings

Versatile
  • This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.
Attunement
  • Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
  • Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
  • An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
  • A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Item type
Unique Artifact
Rarity
Legendary
Weight
240 lbs
Base Price
100,000 gp

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