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A miniaturized black hole is magically suspended in the staff, absorbing any heat and light. This third shard was undoubtedly crafted in secret by the same mysterious ancient race who created the sun and moon shards.

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Void ShardWeapon (staff), very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 12 charges for the following properties and regains 2d4+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff can never regain charges again. On a 20, the staff regains 1d4+2 charges. 

Force of Void. While attuned to this staff, you have resistance to force damage. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. 

Spellcasting. The staff has 10 charges and regains 1d6+4 expended charges daily at dawn. You can use an action to cast one of the following spells by expending the necessary number of charges, using your spell save DC: bane (1 charge), darkness (2 charges), dimension door (4 charges), feather fall (1 charge; can be cast as a reaction), nondetection (3 charges), silence (1 charges), void smite* (5 charges).

Dark Sliver. While holding this staff, you can use an action to unleash a fraction of the void suspended within, expending 1 charge. You create a 20-foot radius sphere of heightened gravity centered on you, which moves with you, spreads around corners, and is blocked by total cover. This sphere lasts for 1 minute or until you end it (no action required) or die. For the duration, any light in the sphere becomes dim light and colors in the sphere become shades of gray. Additionally, creatures in the sphere except you must spend 1 extra foot of movement for every foot moved. Until the sphere ends, you can use a bonus action to force one creature in the sphere you can see to make a Strength saving throw against your spell save DC. On a failed save, you can reduce the target’s speed to 0 until the start of your next turn or pull it up to 10 feet towards you (your choice). A creature that fails this save by 10 or more also takes 3d8 force damage.

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