Staff of Charging (5e Equipment)
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Staff, legendary (requires attunement by a creature with an Intelligence score of 18 or higher) The Staff is a weapon perfected my a former lich turned demilich who was a necromancer in their past life and served under a dracolich. The weapon has a certain amount of charges depending on the amount of souls/life energy contained within its core. Every enemy killed by its user has its soul sucked into the staff. Alternitively, if there is a battle where others are killed by anything other than you, you can then do a intense ritual to be able to retrieve the souls that way. the bodies cannot be more than 24h old in either case. Staff Ritual. You must take any bodies you plan to hold within the staff's core and bring them to your lair/safehouse to be able to start the ritual. you must make a large, circular sigil with four triangles all spaced evenly, made of blood of both you and any victims contained within the mark. Any living creatures that happen to be inside must make a constitution save (dc 17) or a (dc 20) if you happen to have a phylactery within your lair. If they fail the save they take 5d6 necrotic damage and contribute a quarter of a soul within the core, unless they die from the necrotic damage and they are considered 2 souls worth of charge. the ritual takes 24h for every 10 creatures and a minimum of 24h. Charge Ability. Each charge is worth one spell slot of 1st level.(meaning that for every charge, you dont have to use a spell slot as well as no need to use materials for any spells.) if you have 9 charges/souls, you can use 1 9th level spell down to 9 1st level spells. each slot cost equal to the number of charges. the staff actually has unlimited capacity for charges but for every charge used after 20 charges within 24h causes 5d6 necrotic damage and has a chance (wisdom dc 15) to cause insanity. after 30, you start decaying and taking 1d4 necrotic damage every round. Necromantic Conjurer. You are now able to use charges to increase the CR OR quantity of undead summons. 1 charge to increase CR and 2 Charges to add 1 extra summon. The summon will still use a spell slot, whichever level you cast it with. the summons also last until eliminated and are under your control unless the staff is destroyed or attuned to someone else, at which point any of the summons that may still be within your plane will start hunting you down.(the summons use the souls of those trapped in the staff core) If you are knocked unconscious, any summons will run to your aid to protect you from enemies, even if it means their death. if you are in a dying state then they will attempt to use any magic(if any) or tools available to stabilize you. Sacrifice of Power. Your staff is a powerful and hungry artifact, requiring souls constantly to sate its hunger. It constantly drains a bit of your soul at all times in return for its power and bond. Because of this, you can never fully recover all of your HP. at all times you are always -5hp at all times. if you go too long (1 week) without feeding your staff a soul/charge you start dropping 5hp more every week without a soul. if you die due to your staff sucking the entirety of your life force, you become a thrall to its power and turn into a lich conrtolled by the staff. you can never be brought back from a death like this. Godly Summon. depending of your alignment (good/neutral/evil) you can summon one of the dragon gods. The staff must contain 500 soul charges to be able to complete this spell/ritual. You must take the core, filled with 500 souls, and remove it from the staff and stab the 3 tips on the bottom into your chest right over your heart. You take 2d8 piercing damage and take 1d6 bleeding damage every turn or every 30 seconds(depending on if you are in battle or not) You must leave the core in as it mixes the blood, all your spell slots, and 500 charges together for five minutes. you may not move or take any action until this is done. once it is done, the god appears from the wound and appears in front of you. you have a telepathic link enabled between you two, even if on different planes. the god stays within your realm for 24h or until you both agree to end it or they are defeated. Good. You have the ability to summon bahamut (the platinum dragon) who is known as the king/god of metallic dragons. takes 500 charges. Evil. You have the ability to summon tiamat (five headed dragon) who is the god of chromatic dragons and worshipped and feared. takes 500 charges Neutral. You have the ability to summon the tarrasque, which is mostly feral but will attack who it is told to attack. after the 24h it is no longer bonded in any way to you and is no longer an ally. BE WARNED!!! Amazing Summon. a lesser version of godly summon. able to use 100 charges to summon an adult dragon (based on your alignment) or 200 to summon an ancient dragon. if neutral you can summon a demilich to join you Hellish Summon. Same as necromantic summons but for fiend, devils, and demons. |
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