Ent's Elbow

Weapon (quarterstaff), Artifact, requires attunement

The severed arm of an ent, this staff of living wood has a knobbly fist on one end and a knot of roots on the other. Since an ent has no brain, it's mind is distributed throughout its body. This arm still holds a piece of it's mind, and can perceive the world around it.

You gain +1 to attack and damage rolls with this magic weapon. Wisdom is used as the attack and damage modifier with this weapon. It's damage die is a d8.

This weapon has a number of charges equal to your Wisdom modifier (minimum of 1). You can recharge this weapon by sticking the root end in the ground for 8 hours. Using a charge of the weapon during this time resets the timer, and the weapon only regains spent charges at the end of the 8 hours.

While wielding this weapon, if an enemy within 5 feet of you tries to attack you and does not hit you, you can use your reaction to spend a charge of this weapon and make a melee attack against them.

Once this weapon has been recharged 10 times, it gains a new ability. When you stick the Ent’s Elbow in the ground, it reaches out and communicates with all plants in a 5 mile radius. While in the ground, you can expend a charge of the weapon to ask it a question. If the plants within the radius know the answer, the weapon can reply by making gestures with the hand such as a thumbs-up, pointing in a direction, or holding up a number of fingers. The Ent's Elbow understands Common, Druidic, Elvish and Sylvan but cannot speak or write.

After being recharged 20 times, this weapon gains a new ability. As a bonus action, you can stick the weapon in the ground in an unoccupied space within 5 feet of you, and activate defense mode. It becomes a creature, with stats detailed in the stat block. Activating defense mode can be done only while you are within 30 feet of the Ent's Elbow, and it consumes a charge. In defense mode, the Ent's Elbow is friendly to you and your companions and obeys your commands. In defense mode, the Ent's Elbow takes its turn immediately after you. The weapon must not be in defense mode to recharge. The weapon deactivates if you fall unconscious, drop to 0 hit points or die.

This is the first in a series of items I plan to make that grow with the wielder, so they can be used over most of the campaign instead of being dropped the moment they find something with marginally better stats. It is a work in progress. Also, yes, I know they are called Treants in D&D but I loved the name when it popped into my head.

Ent's Elbow (Defense Mode) Medium Plant, unaligned Armor Class 13 (Natural Armor)

13 (Natural Armor) Hit Points A number of d4 equal to your Wisdom Modifier

A number of d4 equal to your Wisdom Modifier Speed 0 STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 18 (+4) 12 (+1) 16 (+3) 12 (+1) Vulnerabilities Fire

Fire Damage Resistance Bludgeoning, Piercing

Bludgeoning, Piercing Condition Immunities Charmed, Exhaustion, Frightened

Charmed, Exhaustion, Frightened Senses passive Perception 13

passive Perception 13 Languages Common, Druidic, Elvish, and Sylvan Magic Weapon. The Ent's Elbow deals magic damage with its attacks. Its attacks are considered unarmed strikes. Wild Vengeance. The Ent's Elbow can use its reaction to make a Punch attack against an enemy within 5 feet that targets it with an attack and misses. Actions Punch. Melee Weapon Attack: 1+ your Wisdom modifier + your Proficiency Bonus to hit, reach 5ft., one target. Hit (1d8 + 1 +your Wisdom modifier)

After being recharged 30 times, the weapon gains the Reach property. The range of all melee attacks made with it, and the range of all attacks it makes on its own, is 10 feet. It can use Wild Vengeance to take reaction attacks against creatures within 10 feet.

After being recharged 40 times, the weapon gains a new property. As a bonus action, you can throw the weapon up to 30 feet to an unoccupied space and activate defense mode.

After being recharged 50 times, this weapon gains a new property. When you make an attack with this weapon, or when you see it make an attack against a creature and the attack hits, you can choose to use the Ent's Elbow to grapple the creature. The check you use for this grapple is your Wisdom modifier plus your Proficiency modifier.

After being recharged 60 times, this weapon gains a new property. It now has +2 to attack and damage rolls, and it's damage die becomes 2d6.