Ladd's Stick
Mechanics & Inner Workings
The rod holds up to 4 6 charges. While holding it you can use an action and expend one or more of its charges to cast the following spells: aid (1 charge), cure wounds (1 charge and see A Physician's Touch), beacon of hope (3 charges and must concentrate) or Aura of Vitality (3 charges and must concentrate).
Additionally, when an ally drops to 0 hp, you can use your reaction and spend 2 charges to use the emergency medic ability. Once you have used one of these abilities that same ability may not be used again in the same battle.
At any point, you may spend 2 charges to use A Bit of Fey Healing (see below).
The rod regains 1d2 1d4 expended charges daily when rubbed with morning dew.
As an action in combat, when the rod has less than 3 charges, you may channel your ki into the rod, adding one charge for each ki point.
Emergency Medic Ability
You may move up to your movement speed to a space adjacent to the fallen ally.
During the same reaction, while you are within 5 feet of the fallen ally, you may spend one of their hit die and restore that many hit points plus your proficiency modifier.
A Physician's Touch
As an action you may use the rod to cast cure wounds at 2nd level substituting your Wisdom modifier as your spellcasting ability modifier. When using the rod in this way, you may increase the spell casting level by 1 by spending a ki point for each level above 2nd.
A Bit of Fey Healing
Concentration, up to 1 minute
As a bonus action, you can call upon the rods origins to call forth a nature spirit to sooth the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within 60 feet. The spirit looks like a tiny Treant.
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your wisdom modifier (minimum of twice). After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
Item type
Magical
Rarity
Unique Weapon
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