Pact of the Staff

Your Patron has given you a magical staff. As an action you can summon the staff to your hand. The the first time you summon the staff each day it has charges equal to 1/2 your warlock level rounded Up. The staff grants you the ability to expend its charges to cast spells from your patron’s expanded spell list. Spells require a number of charges equal to their level. You can choose to spend more charges when casting the spell to increase its effect of the spell provides that option. The staff recovers all of its charges on a long rest. When used as a melee weapon it deals damage equal to 1d4 plus your strength bonus

Invocations

Spirit Drinking Staff

Prerequisite: Pact of the Staff Spend a warlock slot as a bonus action to grant the staff a number of charges equal to the slots level.

Staff of Knowledge

Prerqquisites: lvl 5, Pact of the Staff

Choose a Wizard Spell of 3rd level or lower, add it to the list of spells your Staff allows you to cast. You must still provide any expensive material components or focuses to cast this spell.

Staff of Nature

Prerequisites: lvl 5, Pact of the Staff

Choose a Druid spell of 3rd level or lower, add it to the list of spells your Staff allows you to cast. You must still provide any expensive material components or focuses to cast this spell.

Staff of the Gods

Prerqquisites: lvl 5, Pact of the Staff

Choose a Cleric Spell of 3rd level or lower, add it to the list of spells your Staff allows you to cast. You must still provide any expensive material components or focuses to cast this spell.

Tree of Life

Prerequisites: Fey pact, Pact of the Staff

As an action you can plant your staff in loose earth and cause it to grow. It transforms into a hollow tree with a base 15 feet wide for 8 hours. Inside is a hut that comfortably sleeps 4 medium creatures. The tree produces 10 good berries and has cupped leaves with 1 day’s worth of water for 4. After 8 hours the tree returns to Staff form in the place it was planted. Unharvested berries and water disappear with it. You must complete a long rest before planting the staff again.

Iron Staff

Prerequisites: Fiend pact, Pact of the Staff

Your staff becomes an Immovable Rod, which can only be activated and deactivated by you.

Staff of Nightmares

Prerequisites: Lvl 9, Great Old One pact, Pact of the Staff

Your staff becomes a Tentacle Rod.

Blood Drinking Staff

Prerequisites: Lvl 8, Pact of the Staff

Once per day, you may choose to sacrifice your own hit points to recharge the staff. For every 10 hit points you sacrifice gains one charge

Hex Rod

Prerequisites: Hexblade Pact, Pact of the Staff

You may treat your staff as a pact weapon. Melee attacks with your staff are now 1d6 damage and are subject to Hexblade benefits.

Rod of Eyes

Prerequisites: Pact of the Staff

You may plant your staff in the ground. If a creature comes within 20 ft. of the staff, it alerts you. As an action, you may change your vision to see through the staff. While you do so, you are incapable of seeing through your own eyes.

Striking Staff

Prerequisites: Lvl 5, Pact of the Staff

You may make a melee attack with your staff and expend one of it's charges to do extra damage equal to your charisma modifier.

Staff of Eldritch Might

Prerequisites: Eldritch Blast Cantrip, Pact of the Staff, Level 5

When you cast Eldritch Blast while wielding your staff you can choose to replace any number of beams with a melee attack using your staff. This attacks uses your charisma modifier and deals damage as your staff would + 1d10 force damage for each beam it replaced.

Rod of the All Seeing Eye

Prerequisites: Lvl 14, Pact of the Staff

You may plant your staff in the ground. If a creatures coems within 30 ft. of the staff, it alerts you. As an action you may change your vision to see through the staff. While you do so, you have True Sight, and are incapable of seeing through your own eyes.