Weapon (club), common
  • Weapon Type: Martial Melee Weapon
  • Damage: 1d8 bludgeoning
  • Properties: Versatile (1d10), Improvised(Unless scavenged), Thrown (range 20/60)
  • Cost: 20sp (Unless scavenged)

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: This old thing? It's not bad for cork & rubber, but how about you put it to some.. real use. Extra conditions! 1. Durability - Condition: After every critical failure (natural 1), roll a d20. On a result of 5 or lower, the bat suffers a crack and gains the Fragile condition. If already Fragile and this happens again, it breaks. - Effect: While Fragile, the bat has disadvantage on damage rolls until repaired 2. Improvised Weapon Rules - Condition: If the bat hasn’t been properly modified or crafted, it’s considered an improvised weapon.(Or determined by DM) 3.Faction-Crafted Enhancement - Condition: If crafted by a faction's blacksmith or scavenger, it gains a tag like “Reliable” or “Weighted.” - Effect: “Reliable” removes the Fragile risk; “Weighted” adds +1 to Strength saves caused by the bat , Damage, Combat, Light, Slow

Item Tags: Damage Combat

DestroyedM1nd

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