When Shandian Stormblood was born, a massive thunderstorm splintered a nearby tree. Later, his mother went and took a scorched piece of wood from that tree, and his father crafted it into a fine staff. Now, as a sorcerer, Shandian has unlocked the magical potential of the staff.
Starting off, you can name the staff. You’re the only owner so far. It’s current stats are that it is considered as a magical weapon and you can use it as your arcane focus. It requires attunement. There are 4 areas where the staff can be ‘powered up’. You’ll need to keep track of all the requirements. When something levels up, you don’t start over with whatever you’re counting, you keep a running total, just like with Experience Points. For categories that require you do reduce someone to 0hp, there’s no way to farm this. The staff feeds off of your energy and the energy it takes to defeat someone who is not a threat is much different from someone who is.
Category 1 – Melee Weapon
The staff gets extra benefits based on the frequency with which you use it to reduce an enemy combatant to 0hp using this item as a melee weapon. This does NOT count if the staff is part of a spell with a touch effect. I’m using the term ‘kill’ to represent defeating a single opponent this way.
10 kills: +1 bonus to attack and damage when used as a melee weapon
25 kills: +2 bonus to attack and damage when used as a melee weapon
50 kills: May function as an immovable rod
100 kills: +3 bonus to attack and damage when used as a melee weapon
Category 2 – Personalization
The staff becomes more intimately attuned to you as you use the weapon. Any time you gain a level where you primarily used this staff as your spellcasting focus (or melee weapon) you work on powering up this category. I’m using the term ‘level’ to represent gaining a level while using this staff as your primary implement.
+2 levels: Anyone else who tries to take the staff takes 1d6 lightning damage each round that they hold it.
+5 levels: As an action you can sense the direction and distance of this staff.
+9 levels: You may attune to a number of items up to your CHA modifier, as long as none of them are other rods, wands, staves, or weapons
+14 levels: You may summon this weapon to your hand as long as it is on the same plane of existence
Category 3 – Failsafe
The staff knows when you fail. The secret to power is learning from your mistakes, and the staff will attempt to help avoid mistakes as you learn to wield it better. I’m using the term ‘blunder’ to represent when you roll a natural 1 on a spell attack roll with a spell that deals lightning or thunder damage.
5 blunders: When you roll a 1 on lightning or thunder damage, you may reroll it, taking the second result.
15 blunders: When you roll a 1 or a 2 on lightning or thunder damage, you may reroll it, taking the second result.
50 blunders: When you roll a 1 or a 2 on lightning or thunder damage, maximize those dice instead.
Category 4 – Magical Energy
The staff is infused with magical energy from that thunderstorm many years ago. The staff will enhance your magical abilities, especially those dealing with thunder and lightning. I’m using the term ‘kill’ to represent when you reduce an enemy combatant to 0 hp with thunder or lightning damage.
20 kills: +1 bonus to all spell attacks and DCs
45 kills: Advantage on saving throws vs thunder and lightning damage
100 kills: Advantage on saving throws to keep concentration for thunder and lightning spells
180 kills: +2 bonus to all spell attacks and DCs
300 kills: Increase the damage dice for thunder and lightning damage by 1 size
500 kills: +3 bonus to all spell attacks and DCs