Magic Staff, Artifact, requires attunement by a 17th level Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
Magic Weapon. This Staff counts as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, spell attack rolls, and spell save DC. When a Undead creature is killed by a user of this magic item it is instantly and permanently destroyed.
Charges. The staff has 20 charges for the following properties. The staff regains 2d8+4 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains all its charges. On a 1, roll a d12. The staff loses the properties of the material rolled for 14 days. If you roll the material that spent the last charge, that material is unusable for 28 days.
Power Strike. When you hit a creature with a melee attack using the staff, you can expend up to 10 charges to deal 1d10 force damage per charge spent to the target.
Materials. While attuned to this staff, you can choose one of the following materials to create an effect costing a number of charges. All effects take an action to use unless specified.
Dragon tooth (1-5 charges). A mystical dragon head is summoned, chomping an enemy of your choice within 60 feet that you can see. Roll to hit. The target takes 1d10 piercing and 1d8 poison damage per charge spent.
Crystal (2 charges). As a reaction to being subjected to any sort of crowd control effect (paralysis, stunned, etc.), you can cancel the effect. Alternatively, as a bonus action on your turn, you can cancel a crowd control effect on yourself.
Iron (1 charge). Iron weighs down the limbs of a target you can see within 60 feet. The target has disadvantage on strength and dexterity checks and saving throws (including attacks) for one minute. The target may make a strength saving throw at the end of their turns, ending this effect on a success.
Wood (2-20 charges). As a bonus action, you cover yourself in wood, rooting yourself in place. Your speed becomes 0, you cannot be moved forcefully, you gain immunity to psychic and poison damage, and resistance to all other damages for the duration. You can still cast spells ignoring somatic and verbal components. You may continue this effect as a bonus action on each of your turns, costing 2 charges each time; otherwise, this effect ends.
Ruby (3-7 charges). Cast fireball. The level of the spell is determined by the number of charges used.
Leaded gold (8 charges). A target within 60 feet that you can see must make a Constitution saving throw (against your spell save DC) or be petrified. Target turns to gold instead of stone. This can be undone via greater restoration or high magic.
Silver (5 Charges). Teleport to a creature of your choice that you can see within 120 feet, and make an attack roll against it using your spell attack modifier. The target takes 4d10 force damage as you bonk them with the staff, and you heal half the damage dealt. If you want, you can teleport back to your original location.
Ice (3 charges). As an action or a reaction to being attacked, your body turns into an icy mist, giving everybody disadvantage on attack rolls made against you for the next hour.
Stone (2 charges). Cast Stoneskin on yourself.
Ceramic (1-3 charges). As an action or a reaction to taking damage, shards of ceramic explode outward in a 10 ft radius centered on you, dealing 1d12 piercing damage per charge spent.
Ivory (1-20 charges). A reaction to taking damage, you can summon an ivory shield that absorbs 10 damage for each charge used. Any extra non-absorbed damage is converted into temporary hit points. These temporary hit points remain for 3 more of your turns.
Unicorn horn (6-8 charges). Cast Disintegrate. The level of the spell is determined by the number of charges used.
Glass (1 charge). Cast shield as a reaction.
The Staff of Waterdeep was an old creation of the Archmage of Waterdeep, Khelben "Blackstaff" Arunsun. This good wizard has produced powerful items in times past, but with the staff, he has surpassed himself.
Khelben heard from an oracle that a major peril threatened his city-danger from "those who sleep not.” Presuming that this meant the undead, the wizard created a rod able to destroy or resurrect the undead, among the most powerful effects of necromantic magic. To prepare the staff, Khelben collected materials representing the best of life: love, honor, piety, bravery, joy. Each of the items he gathered embodied these virtues, and in addition, they imbued the staff with the mystical power their histories had accrued. Khelben kept his staff in his own tower, thinking it impenetrable.
But he did not reckon on the wizardry of the liches, Haurrant and Abraxa. On the night the Effluvium was to permeate the city, they lured Khelben away on false pretexts, then assaulted the tower with all the strength at their command. Though hundreds of their undead servants perished against Khelben's defenses, Abraxa managed to lay its hands on the staff. Then Khelben's brilliant guardian enchantment came into play. At the touch of an evil being, the staff broke apart, and its components reverted to their original forms and flew across the city to their old locations. The liches could not foil the concealment spell that hid their whereabouts.
The staff’s pieces were eventually recovered by Laeral Silverhand, and she helped the Roundtable Heroes reforge it along with Mira. The current wielder is Breize, who added the thirteenth piece. This piece is considered optional for those who wish to use this magic item.