Focus of Lordly Might
legendary (requires attunement)
This focus has a flanged head, and it functions as a magic weapon (mace if a rod, quarterstaff if a staff, or dagger if a wand) that grants a +3 bonus to attack and damage rolls made with it. The focus has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the focus’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the focus to revert to its normal form.
If you press button 1, the focus becomes a flame tongue, as a fiery blade sprouts from the end opposite the focus’s flanged head (you choose the type of sword).
If you press button 2, the focus’s flanged head folds down and two crescent-shaped blades spring out, transforming the focus into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the focus’s flanged head folds down, a spear point springs from the focus’s tip, and the focus’s handle lengthens into a 6-foot haft, transforming the focus into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the focus transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the focus to revert to its normal form.
If you press button 5, the focus transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the focus assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the focus is used in a location that has no magnetic north.) The focus also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the focus, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the focus, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn.
Terrify. While holding the focus, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.