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Staff of Judgment

Staff, uncommon (requires attunement by a spellcaster)

Component: pouch of Celestial feathers

“Reward the just. Punish the wicked. As for those who are neither…” The inscription is followed by a hieroglyph of a man shrugging.

  • Instructions included with the purchase of a staff of judgment

This staff has 4 charges and regains 1d4 expended charges daily at dawn.

Spells. While holding this staff, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 13): detect evil and good (1 charge), protection from evil and good (1 charge), or zone of truth (2 charges).

Judgment. As a bonus action while holding the staff, you can expend 1 charge to pass judgment on a creature you can see within 30 feet of you, weighing its heart against the feather of an angel. The creature is affected as described below, depending on its alignment:

  • Good: The creature regains 2d8 hit points.

  • Evil: The creature must make a DC 13 Constitution saving throw, taking 4d6 radiant damage on a failed save, or half as much damage on a successful one.

  • Non-good and non-evil: Roll a d6. On a 1 or 2, the creature is treated as if it was good. On a 3 or 4, the creature is treated as if it was evil. On a 5 or 6, you choose for the creature to be treated as if it was good or as if it was evil.

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Rare variant: Increase the DCs to 15, the charges to 7, and the recharge to 1d6 + 1. Add detect thoughts (2 charges) to the Spells property’s list of spells.

Very rare variant: Increase the DCs to 16, the charges to 9, and the recharge to 1d6 + 3. Add detect thoughts (2 charges) and dispel evil and good (5 charges) to the Spells property’s list of spells. When you use the Judgment property, you can expend up to 3 charges. For each charge expended, select one creature you can see within 30 feet of you upon which to pass judgment.

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