Serpentine Staff (5e Equipment)

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Weapon (quarterstaff), artifact (requires attunement by a Serpentine of the corresponding tribe)

The Serpentine Staffs are the ancient staffs that belong to the five Serpentine tribes and are the badges of office for the Generals of the five tribes. Each staff holds an anti-venom which counteracts whatever powers that a Serpentine has used on someone. These five venoms, when joined together, created a map to the Fangblades. Additionally, they transform their respective owners, giving them snake tails in the process, with the apparent exception of the Anacondrai. Each staff looks the same; a golden cobra twining around a golden staff. A flat round piece goes in the middle, each with a special design for the five tribes.
https://ninjago.fandom.com/wiki/Serpentine_Staffs ninjago wiki]


Random Properties. The Serpentine Staff has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property


Antivenom. The Staff's center contains the Antivenom, a magical substance that counteracts, and even reverses the effects of the Tribe's power. It takes an Action to open and pour the Antivenom into a cup, fountain, or other container. Once the Antivenom is applied, any effect on a creature caused by that Tribe is neutralized.

Might Of the General When you attune to this staff, you grow a tail, and the previous General loses their tail. When you attune to this staff, you gain an extra use of your Tribes Power.

Power Of The Staff. You can use the Staff as a Magical Quarterstaff, with a Plus 3 to attack and damage rolls. it deals 20 (4d8+2) Bludgeoning Damage, and an extra 10 (2d8) of your tribes Damage, Psychic for Hypnobrai, Bludgeoning for Constrictai, Acid For Fangpyre, Poison for Venomari and slashing for Anacondrai.

Authority Of The General. You can use Frightful Presence. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Destroying the Serpentine Staff. The Staffs can only be destroyed if all the Staffs are dipped in the Great Devourer venom, and thrown into Torchfire Mountain, or any old Supervolcano. The Staffs will writhe, and slither, and then will melt into the magma and be destroyed.-->

Tribe Power
Hypnobrai The target automatically succeeds the Wisdom saving throw and is released from its hypnosis.
Constrictai Any Levels of 5e Condition: Exhaustion gained by its Grip feature are canceled.
Fangpyre Any machine is transformed back to its original form, and any physical effects on creatures are reversed.
Venomari Any creature suffering from its Venomari Venom gains its sight, and is only frightened for 1 round.
Anacondrai Any creature who dips their hand in the antivenom tastes so bad, that even a Anacondrai will not bite/devour the creature for 1 hour.
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