Staff, rare (requires attunement by an arcane caster)

When you expend a 2nd level spell to arune to the staff you also gain these features.

  • Staff can transform into one simple weapon of choice
  • Staff  critical hits on a 19-20
  • Staff can be teleported to your hand from to an unseen reliquary in the far realm and back again as a bonus action as long as the staff is intact one mile of you.
  • The staff can become a club/cane and look completely innocent under the detect magic spell.


This staff has 10 charges. While holding it, 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 spellcasting ability modifier: burning hands (1 charge per spell level, up to 4th), levitation. (2 charges), telekinesis  (5 charges).

This staff can also function as a +2 defending quarter staff.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff goes inert for one week.

Aditionaly whenever you cast any arcane spell you can make a slight of hand check DC 17  to get the use of levitation or telekinesis for one round.

Or your could make a perform check to conjure 1d4 messenger wraiths.

The use of either of the special features cost you a level two spell slot. When you use it.

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