An incredibly shiny silver club that radiates cheer.
Damage: 2d6 blunt
On a successful hit, roll a d4. If a 3 or 4 is rolled, the wielder gets another attack, free of action cost. These follow up actions, up to 5, are 1d4 blunt damage. These follow-up attacks are performed by leaping into the air with the club held high, with a mighty "BONK" noise emanating from the club upon hit. Each entity hit by a follow up atack must make a DC 15 acrobatics save or be knocked prone.
The wielder must make a DC 10. Wisdom saving throw every 10 minutes. If successful, add +1 to the damage of the next successful attack, to a maximum of +10. If failed, the user must roll an attack against something nearby. If the roll was 5 or less, that something is an allied creature. The attacked ally must make a DC 12 acrobatics saving throw or be knocked prone, and suffer 1d4 blunt damage. Upon hit, a loud "BONK" emanates from the club.
Proficiency with a Club 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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Requires a short rest to attune, Light, Slow
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