Staff (quarterstaff), unknown rarity
When enemy gets hit with weapon, syrem may use 1 Ki points to have enemy gets black out drunk,
Roll 1d10 to determine the outcome once a Blackout occurs:
- 1-3) enemy fall unconscious taking 1d6 bludgeoning damage and remain unconscious for 1d4 turns
- 4-5) enemy pick a fight with a nearest enemy, use an action to make an unarmed strike, all Extra Attacks as well; if the entity is intoxicated at all, roll a D20 to determine how they react - on an Odd, the creature responds in a hostile manner, on an Even, the creature laughs it off as a joke
- 6-7) enemy gain 1 turn of unconsciousness, before becoming unconscious, enemy pick a fight with a random enemy, using an action to make an unarmed strike, all Extra Attacks as well.
- 8-9) enemy gains 1 level of unconciousness, before, enemy is overtaken by nausea in its inebriated state enemy drops 10d12x2 gold, or as much as enemy own compared to the roll
- 10) enemy gets alcohol poisoning, if enemy's health is below 100 if dies instantly, if enemy's health is above 100, it takes 1d20 points of poison until battle is over, if enemy is immune to poison, this roll is canceled and enemy escapes scot-free
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Versatile, Topple
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