Weapon (greatclub), uncommon (requires attunement)

The Bat of Missile Deflect has 3 charges, and regains 1d3 expended charges daily at dawn.

When a ranged weapon attack roll hits you and you are holding this weapon; you can take a reaction to expend 1 charge and attempt to return the projectile back at the attacker. Make a melee weapon attack against the projectile, treating the attacker’s roll to hit and damage as the projectiles AC and HP, respectively.

If you do not ‘kill’ the projectile, (meaning either your attack or damage roll does not exceed the attacker’s respective roll), nothing happens and you take damage as normal.

If you manage to ‘kill’ the projectile, (meaning both your attack and damage rolls exceed the attacker’s respective rolls), you successfully deflect the projectile. You take no damage or suffer any ill effect. Instead, the attacker takes the damage and suffers any ill effect you would have

Proficiency with a Greatclub 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Damage, Combat, Two-Handed, Push

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2025 11:48:54 AM
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Item Tags: Damage Combat

SatelliaNova

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