The staff of Kura is a +1 Quarterstaff, stained by the blood of a fiendish being and blessed by the magic of the fey.

The staff has 15 charges which has the following properties. it regains 2d4 + 1 expended charges daily at dawn. Each time you run out of charges, make a DC 14 constitution saving throw. On a failure, purple vines spread out onto your arm and inflict 1d6 necrotic damage and physically connect with you body. You cannot remove the Staff from your arm and cannot unattune to the item unless a Greater Restoration spell is cast and ends your attunement. If you fail a second time, the vines progressively deal more damage and grow up through your arm. If you fail five times, your arm falls off of your body and quickly grows into a Shambling Mound. If defeated, it reveals the staff untouched and ready for someone new.

Spirit strike. The spiritual essence is often volatile and can cause great damage to both enemy and friend. Whenever a natural 19 or 20 is rolled with an attack or if you use a charge as a bonus action for an attack, the attack deals an extra 2d8 psychic damage and 1d6 force damage. after wards you must succeed on a DC 15 wisdom saving throw or take 1d8 psychic damage.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability, using charisma as your spell casting modifier if you are not a spellcaster: Burning Hands (1 charge), Charm Person (1 charge), Sleep (2 charges), Misty Step (2 charges), Phantasmal Force (2 charges), Scorching Ray (2 charges), Conjure Beasts (3 charges), Plant Growth (3 charges), Conjure Woodland Beings (4 Charges), and Hallow (4 charges). You can also cast the following spells at will: Blade ward, Eldritch Blast, Poison Spray, Hellish Rebuke, Faerie Fire, and Detect Magic.

Otherworldly influence. if a player stays attuned to it for 1d10 +1 days, they must make a wisdom saving throw (DC 16). If they fail, their alignment will change to chaotic neutral (50% chance), lawful evil (25% chance), or chaotic evil (25% chance) unless they are any of the three already. This effect can be dispelled by a remove curse or similar magic for 1d4 days +Your spell casting modifier, after which they must roll again. If they succeed, the timer for the roll resets. Anyone with the Fey ancestry trait or the infernal ancestry trait has advantage on the save.

Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: In order to create this Magic item, a series of events must take place, the cost shown in the DMG or the XGtE may be used to find specific creatures and other minor components. First, you must Find a powerful fey and have it enchant your weapon with powerful magic. Second, you must find and kill a being connected to the nine hells with anger against them. Finally you must put that creatures blood on the staff and place it like a pole into the earth. Soon vines will begin to cover it before releasing and finishing the process., Versatile