Axle of Nirvana (5e Equipment)

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Staff, legendary (major) (requires attunement by a cleric, sorcerer, warlock, or wizard)

This hexagonal rod appears to be made of bronze, with the head of a gearbox full of perpetually ticking mechanisms. This magical staff is a minor driveshaft obtained from the clockwork plane of Mechanus itself.

The staff has both the functions of an everturning axle and an immovable rod. You can use it as a spellcasting focus for your spells.

The staff has 30 charges and it regains 10 expended daily at dawn. These charges can be used to cast spells from the staff, as well as use its Unerring Strike.

Clockwork Casting. While attuned to the staff, your spellcasting is altered in the following ways:

  • Add together all levels of all of your spell slots and then divide that number by the total number of spell slots you have, rounding the result up. All spell slots you currently have or regain are now of a level equal to the result.
For example, a 10th-level wizard has 41 combined spell slot levels and 15 spell slots. 41 divided by 15 is 2.733, rounded up to 3. So a 10th-level wizard with this staff would have 15 3rd-level spell slots.
  • Whenever you would roll dice for your spells, you use the average result of the dice instead.
  • Whenever you make a spell attack roll, you can treat a roll on the d20 as a 10 instead of rolling.

Spells. While you are holding the staff, you can 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: antilife shell (centered on the staff, 5 charges), antimagic field (centered on the staff, 8 charges), bane (no concentration, 1 charge), banishment (no concentration, 4 charges), bless (no concentration, 1 charge), command (1 charge), divination (4 charges), gather (7th-level version, 7 charges), geas (8th-level version, 8 charges), shift balance (3 charges), summon construct (modron, 4-8 charges, casting it at one level higher for each additional charge past 4), time stop (9 charges), zone of law (centered on the staff, 6 charges), or zone of truth (2 charges).

Unerring Strike. When you make a melee attack with the staff, you can expend 1 charge to have the attack automatically hit. When the attack hits, it deals the maximum amount of damage possible plus an additional 10 force damage.

Imposed Order. Every time you finish a long rest while attuned to the staff, you must succeed on a DC 10 Wisdom saving throw. If you fail, your alignment shifts one step closer to lawful neutral. This shift can only be undone once your attunement to the staff is broken. The DC increases to 20 while you are in Mechanus.

Furthermore, each time you cast time stop from the staff, there is a 5 percent chance (the DM rolls this die in secret) that you attract the ire of an inevitable (use the statistics of a marut) tasked with retrieving the staff.

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