Text | This staff 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 spell attack rolls and your spell save DC.
The staff has 20 charges, and regains 2d10 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff triggers a random arcane anomaly (see Dungeons of Drakkenheim). On a 20, the staff regains 1d10 charges.
While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: haste (3 charges), slow (3 charges), arcane eye (4 charges), dimension door (4 charges), Bigby's hand (5 charges), wall of force (5 charges), disintegrate (6 charges), reverse gravity (7 charges), or maze (8 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: detect magic, Tenser's Floating Disk, mage armor, mending, message, or misty step.
Crown Authority:
A character cannot attune to more than one Seal of Drakkenheim. Guardian constructs in Drakkenheim such as wall gargoyles and tower dragons do not attack you while you are attuned to one of the Seals of Drakkenheim. An individual guardian ignores this effect for 24 hours if you attack it or cast a spell upon it.
As an action, you may present a Seal of Drakkenheim to rebuke the guardians. You make an opposed Charisma ability check against each wall gargoyle or tower dragon that can see or hear you within 30 feet of you. If you win the contest, the creature is rebuked for 1 minute or until it takes any damage. A rebuked creature doesn't move, and can't take actions or reactions. A creature who wins the contest is immune to your rebuke for 24 hours.
Arcane Anomalies:
1d20 | Arcane Anomalies
1 | Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2 | The nearest creature is affected by a hideous laughter spell (Save DC 15) but instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3 | Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are stunned for 1 round (No save).
4 | The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5 | A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6 | Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a faint vision of the creature being killed by that attack appears.
7 | Discordant music fills the mind of all creatures within 30 feet, who are affected as if by irresistible dance (Save DC 15).
8 | A section of stone, water, air, or energy becomes an appropriate contaminated elemental.
9 | An extraplanar creature is summoned and remains for 1 hour. The DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
10 | All humanoid corpses within 120 feet animate as hostile haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11 | The shadows of 1d6 random creatures in the area animate and try to kill them. Once destroyed, the creatures don't cast a shadow for 24 hours.
12 | All creatures within 60 feet become invisible for 1 min or until they attack or cast a spell.
13 | Tendrils of life flow from the nearest creature to others. It must succeed on a DC 15 Constitution saving throw or take 8d8 necrotic damage, half on a success. The three nearest creatures within 60 feet each regain hit points equal to the damage taken.
14 | A hypnotic pattern (save DC 15) appears. It creates scintillating impossible colours in shapes which are simply wrong. Creatures incapacitated by the spell weep uncontrollably.
15 | A black tentacles spell appears in the area for 1 hour (Escape DC 15).
16 | Objects within 60 feet come to life for the next hour, as if affected by the animate objects spell. They mumble awful truths, but are not otherwise hostile.
17 | The nearest creature is polymorphed into an awakened shrub for 1 hour or until reduced to 0 hp (No save).
18 | Time slows down for up to six randomly determined creatures within 120 feet of the anomaly. They are affected by the slow spell for 1 minute. (Save DC 15).
19 | Time speeds up for one randomly determined creature within 60 feet of the anomaly. They are affected by the haste spell for 1 minute.
20 | A bowl of flowers and a very surprised aquatic mammal appear 100 feet in the air. "Oh no, not again..." thinks the flowers.
Profieciency: simple, quarterstaff
Source: Dungeons of Drakkenheim p. 233,
Player's Handbook p. 149 |