@JoshuaMabry - This is part of what would make up your class in a traditional class-based game. It grows with you and gives you new abilities at each new level. This one is actually not a bad choice for a druid, which is why I love doing things organically sometimes. We're building you at 3rd level so you'll be up with the others so you'll start with everything it gives you from the first three steps.
Staff of the Martialist
This unusually long quarterstaff is made of a sturdy wood of mysterious origin.
Proficiencies: If you choose the Staff of the Martialist as your heirloom, you gain proficiency in the Athletics and Acrobatics skills and with simple weapons.
Abilities:
-- Seemingly Mundane: This staff inflicts 1d6 bludgeoning damage on a hit, or 1d8 bludgeoning damage when used with two hands.
-- Counter Roll: When a reach attack misses you, you can reposition yourself. As a reaction, you can move up to 10 feet away without provoking an opportunity attack.
-- Distracting Strike: As a reaction to one of your allies attacking a creature within reach, you can make a reach attack to distract it. Your ally’s attack against it is then rolled with advantage.
Now that you've got the majority of your abilities, let's talk stats. Each character has six abilities. These abilities are the same as the D&D abilities, but we only use the modifiers themselves, not the scores from which they're derived. A couple are renamed: Strength, Agility, Health, Intelligence, Wisdom, and Presence.
To determine your abilities, simply apply the following bonuses and penalty to whichever abilities you want: +2, +2, +1, +1, +0, −1.