Weapon (quarterstaff), rare (requires attunement)
A wooden bat etched with abjurant arcane sigils. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Arcane Dinger. When a creature you can see targets only you with a spell, you can use your reaction to strike the magic itself in defense.
Make an attack roll with this weapon. If the roll is higher than 10 + the spell's level, you can choose a new target for the spell within 120 feet of you.
If the spell does not deal damage, the target instead takes 1d8 force damage plus an additional number of d8s equal to the level of the spell, suffering no additional effects.
You can use this feature twice per long rest.
Home Run. If you roll a critical hit with the Arcane Dinger property, roll all of the damage dice twice and add them together when calculating any damage dealt.
Stepping from behind her shelter, Effie planted her feet and tightened her grip on her bat, which began to glow in accordance with the distant wizard's casting. As another magical projectile loosed from his bony fingertips, Effie kept her eyes trained on the fire's unerring course. Not a breaking ball. Not a curve. A fastball, her favorite.