Singularity
Weapon (quarterstaff, spear), spellcasting focus, rare (requires attunement)
With a thought, this staff opens up a tiny portal to the event horizon of a black hole, moulding the warped space-time into a spearhead of flickering force energy.
Gravity Shard. While holding the weapon, you can use a bonus action to produce a spearhead of force energy, shedding bright light for 10 feet and dim light for an additional 10 feet. The weapon can be used as a quarterstaff or a spear, and, on a hit, deals force damage instead of the weapons’ usual bludgeoning or piercing damage, plus an additional 1d4 force damage. In addition, you can use either Intelligence or Strength as the ability modifier for attack and damage rolls you make with this weapon. The energy lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
Gravity Shunt. As an action you can use the weapon to telekinetically move creatures or objects within 50 feet of you.
• Creature. You can try to move a Medium or smaller creature. The creature must succeed on a DC 15 Strength saving throw or be moved up to 10 feet in any direction, including upward. A creature can choose to fail this saving throw.
• Object. You can try to move an object that weighs up to 100 pounds. If the object isn’t being worn or carried, you automatically move it up to 10 feet in any direction, but not beyond the range of this property. If the object is worn or carried by a creature, the creature must make a DC 15 Strength saving throw. On a failure, you pull the object away from that creature and can move it up to 10 feet in any direction where it falls to the ground.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Uncommon variant: Reduce the bonus force damage on a hit from 1d4 to 1 while Gravity Shard is active. Remove Gravity Shunt.
Very rare variant: Increase the bonus force damage on a hit to 1d6 while the Gravity Shard is active. Increase Gravity Shunt’s range to 100 feet, the creature size to Large or smaller, the distance creatures and objects are moved to up to 20 feet, the save DC to 15, and the maximum object weight to 400 pounds.
With a thought, this staff opens up a tiny portal to the event horizon of a black hole, moulding the warped space-time into a spearhead of flickering force energy.
Gravity Shard. While holding the weapon, you can use a bonus action to produce a spearhead of force energy, shedding bright light for 10 feet and dim light for an additional 10 feet. The weapon can be used as a quarterstaff or a spear, and, on a hit, deals force damage instead of the weapons’ usual bludgeoning or piercing damage, plus an additional 1d4 force damage. In addition, you can use either Intelligence or Strength as the ability modifier for attack and damage rolls you make with this weapon. The energy lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
Gravity Shunt. As an action you can use the weapon to telekinetically move creatures or objects within 50 feet of you.
• Creature. You can try to move a Medium or smaller creature. The creature must succeed on a DC 15 Strength saving throw or be moved up to 10 feet in any direction, including upward. A creature can choose to fail this saving throw.
• Object. You can try to move an object that weighs up to 100 pounds. If the object isn’t being worn or carried, you automatically move it up to 10 feet in any direction, but not beyond the range of this property. If the object is worn or carried by a creature, the creature must make a DC 15 Strength saving throw. On a failure, you pull the object away from that creature and can move it up to 10 feet in any direction where it falls to the ground.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Uncommon variant: Reduce the bonus force damage on a hit from 1d4 to 1 while Gravity Shard is active. Remove Gravity Shunt.
Very rare variant: Increase the bonus force damage on a hit to 1d6 while the Gravity Shard is active. Increase Gravity Shunt’s range to 100 feet, the creature size to Large or smaller, the distance creatures and objects are moved to up to 20 feet, the save DC to 15, and the maximum object weight to 400 pounds.
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