Rubert’s Staff (5e Equipment)
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Wondrous item, Legendary (Reauires attunment by any good alignment wizard) This 1.5 meter tall staff has a glowing metal pole with a rainbow colour changing crystal on top of it that cannot be removed or broken. It provides a dim light out to 15ft. The staff also functions as a +3 quaterstaff. After Rubert accented to divinity, he left his staff for other wizards to find and use for good. Super spell absorption While attuned and holding the staff, any spell that is level eight or lower won’t effect or hit you. Your staff will actually gain some charges. The staff gains the amount of double the spell level as the staff sucks it in. Charges cannot go beyond 50 charges.
Delayed explosions (5 charges) You choose three points within 300ft of you, you then set invisible points in the chosen spots and you can choose when all set points explode, this can stack to 100 points. When a point explodes, any creature caught in the point will take 4d8 fire damage, so saving throw since only you can see the points. The points explode out to a 15ft sphere, they can overlap but only a mamimum of five can stack in damage. You can cause all the points to explode as an action or reaction. Setting them off doesn’t cost a charge. You don’t have to cause all points to blow up, just one can. You can set as many off as you like at a time.
Necrotic beam (20 charges) You fire a purple bea, of necrotic energy that will reach in a line out to 500ft straight. It can bounce off walls and structures but can’t go beyond a total of 500ft distance. Any creature struck must roll a DC 25 Dexterity saving throw or take 12d6 necrotic damage or half on a success. The ray can hit multiple targets to a max of 100 hit creatures.
Undo (25 charges) You can force up to three rolls to be rerolled, or undo any event that accused within 50 rounds. This can change the gameplay in most ways. It can not undo something the DM decides that cannot be undone.
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