Mind and Spirit
Mind: +DEX+Proficiency+3; 5ft; Double your Marital Dice +DEX+Religion+Proficiency+3 bludgeoning + 2d8 psychic damage
Spirit: +DEX+Proficiency+3; 5ft; Magical Double your Marital Dice +DEX+Religion+Proficiency+3 bludgeoning + 2d8 radiant/necrotic damage; heal 2d6 hp if the attack hits
Hollow Limbo
Hollow Limbo: +DEX+Religion+Proficiency+4 to hit; 10ft; 6d12+16 bludgeoning+DEX+Proficiency+4+8d10 Psychic/Radiant/Necrotic damage, heals (double of your Martial Dice) hp per hit
Can do Staggering Smite or Blinding smite as a bonus action once per long rest, Spell DC
Mind's Insight: While holding the staff, the wielder gains advantage on Intelligence (Investigation), Wisdom (Insight), and Charisma (Persuasion) checks.
Soul's Reflection: The staff has the following charges, which it regains at dawn:
5 charges: Detect Thoughts (1 charge), Modify Memory (4 charges)
3 charges: Calm Emotions (1 charge), Mind Blank (3 charges)
2 charges: Divine Word (4 charges), Bestow Curse (2 charges)
Memory and Thought: Once per day, the wielder can choose to enter a meditative state for 1 minute. During this time, they can access the memories of any creature they have interacted with in the past 24 hours, gaining knowledge of their recent experiences, emotions, and surface thoughts. This ability does not grant access to the target's deep, hidden memories unless they willingly allow it.
Prayers and Sins: The staff can absorb the essence of prayers and sins. When a creature willingly confesses a sin or prays in the presence of the staff, the wielder can choose to absorb the emotional energy. This grants the wielder temporary hit points equal to the creature's level (or CR). However, if the energy absorbed is from a particularly vile sin, the wielder must make a Wisdom saving throw or be afflicted with a long-term madness effect for 1d6 hours.
Whisper of the Spirits: The staff can communicate telepathically with its wielder, offering guidance, wisdom, or, at times, cryptic messages. It has an alignment of Neutral Good and always seeks to guide its wielder towards balance and understanding, but it is not above making the wielder confront uncomfortable truths. It seeks to help the wielder balance their mind and spirit, often challenging them to confront their own thoughts and beliefs
Duality's Burden: The staff carries the weight of both virtue and vice. As long as the wielder is attuned to the staff, they must roll a d100 at the end of each long rest. On a roll of 1-10, they experience a vision of their past actions, highlighting both their good and bad deeds. This vision can leave them either inspired (granting inspiration) or burdened with guilt (imposing disadvantage on the next saving throw)