Staff of the Sojourner

Adventuring parties tend to put some serious miles in, walking from town to town, and eventually even across the planes. Isn't it about time we had a magic item to make all that travel a bit less strenuous? With a Staff of the Sojourner, any party will have a much more comfortable trip to... well, anywhere, that's the point. The staff is full of useful utility spells to make your classic wilderness obstacles more manageable, and while it's not strictly meant as a combat item, never underestimate the power of a stick that's also magic. Sometimes, the best way to get back on the road is to put some highwaymen out of their misery, and the staff does that, too. Safe travels!

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Staff of the Sojourner

Staff, rare (requires attunement by a spellcaster)

This weathered cherrywood staff is infused with the magic of the road. It can be wielded as a magic quarterstaff. While attuned to it, your movement speed is increased by 10 feet, your jump distance is tripled, and you have advantage on any ability checks or saving throws to resist effects that would reduce your speed.

The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

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: alarm (1 charge), comprehend languages (1 charge), expeditious retreat (1 charge), feather fall (1 charge), locate animals or plants (2 charges), pass without trace (2 charges), create food and water (3 charges), or freedom of movement (4 charges).

You can also use an action to cast the light cantrip from the staff without using any charges.

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