Lumenstaff

The **Lumenstaff** is a legendary staff that must be attuned to an heir of the Occidere family who must be a wizard.

## Mechanics

As a reskin of the Blackstaff, the Lumenstaff is a sentient, rune-carved staff set with thin silver filaments, and is the symbol of the office for the highest-ranking wizard in the Occidere family. The Lumenstaff has the magical properties of a *staff of power*, and as such can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If the wielder expends the last charge, roll a d20. On a 1, the staff retains it s+2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges.

**Power Strike.** When the wielder hits with a melee attack using the staff, they can expend 1 charge to deal an extra 1d6 force damage to the target.

**Spells.** While holding the staff, the wielder can us an action to expend 1 or more charges to cast one of the following spells from it, using their spell save DC and spell attack bonus: *cone of cold* (5 charges), *fireball* (5th-level version, 5 charges), *globe of invulnerability* (6 charges), *hold monsters* (5 charges), *levitate* (2 charges), *lightning bolt* (5th-level version, 5 charges), *magic missile* '(1 charge), *ray of enfeeblement* (1 charge), or *wall of force* (5 charges).

**Retributive Strike.** The wielder can use an action to break the staff of their knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

The wielder has a 50-percent change to instantly travel to a random plane of existence, avoiding the explosion. If they fail to avoid the effect, they take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

 11 to 20 ft away
 21 to 30 ft away

***Animate Walking Statues.*** Addtionally, the wielder of the Lumenstaff can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Yestergard. The wielder must be in the city to use this property, and can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of X X's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken.

***Dispel Magic.*** The wielder can expend 1 of the staff's charges as a bonus action to cast *dispel magic* on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of sucha creature, The wielder must hit the creature with a melee attack using the Lumenstaff before they can expend the charge to cast the spell.

***Drain Magic.*** This property affects only creature that use spell slots. When the wielder hits such a creature with a melee attack using the Lumenstaff, they can spend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all of its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.

***Master of Enchantment.*** When the wielder casts an enchantment spell of 1st level or higher while holding the staff, they can make an Arcana check with a DC of 10 + the level of the spell. If the check succeeds, they cast the spell without expending a spell slot.

***Sentience.*** The Lumenstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.

***Personality.*** The staff has the spirits of all previous attuned wielders tapped within it. Its creator is the dominant personality among them. Like him, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Yestergard, while its secondary goal is to help its wielder become more powerful.

In the event that the wielder of the staff no longer serves its wishes, the staff ceases to function until it finds a worthy inheritor – someone whose loyalty to Yestergard is beyond reproach.

***Spirit Trap.*** When the Lumenstaff dies, the spirit of that individual becomes trapped int he staff along with the spirits of the previous wielders. (A wielder whose spirit is trapped in the staff cannot be raised from the dead.)

Destroying the staff would release the spirits trapped inside it, but in that event, X's spirits can lodge itself inside any one fragment of the staff that remains. The fragment containing X's spirit has the staff's Sentience property but none of its own properties. As long as this fragment of the staff exists, X's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous wielders become trapped inside it again.