Exodar Life-Staff

Exodar Life-Staff Artifact Requires Attunement
Unique
Versatile (1d8) Quarterstaff 1d6 Bludgeoning Passive: You regain 1d6 hit points at the start of your turn. Passive: You have resistance to necrotic damage and are immune to disease. Use: You can spend 10 minutes channeling with the staff to banish all demons in a 1 mile radius that are below CR 19. Requirements: Attunement by a Cleric, Druid, or Paladin

The Exodar Life-Staff carries twofold importance. The shaft itself is a modified Staff of the Redeemer - a potent magical staff in its own right. But what makes the Life-Staff so powerful is the gemstone that topes it - the Eye of Prophecy. This piece of Argussian history is a focus for Velen's gift of prophecy, as well as being a nexus of control over the ancient places of the Eredar. The staff itself is rarely far from Velen's side, though were it to fall into the wrong hands, the consequences would be dire.

Properties

The Exodar Life-Staff grants you the following properties while you are attuned to it.
  • You regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
  • You are immune to disease.
  • You have resistance to necrotic damage.
  • You gain the following flaw: 'The weight of the future is heavy, but I must carry it alone." If you already have a similar flaw, it is amplified.
Spells. You learn the guidance cantrip. Additionally, the staff has 10 charges. While holding it, you can use an Action to expend 1 or more of its charges to cast one of the following spells without material components (save DC 18) from it: augury (2 charges), aura of life (4 charges), aura of purity (4 charges), banishment (4 charges), beacon of hope (3 charges), divination (4 charges), foresight (9 charges), legend lore (5 charges), mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn.
Absolute Banishment. While you are attuned to the staff and holding it, you can spend 10 minutes and 10 charges from the staff to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the staff banished it from for 100 years.

Wielders