Weapon Category: Martial
Damage: 1d8
Damage Type: Bludgeoning
Properties: Versatile (1d10), Improvised
Rarity: Uncommon
Proficiency: Club
Cost: 5gp
Among all the ruin, this rusty tool can keep them down and keep you up.
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: Damage: Piercing, Special Effects: • On hit, deal an additional 1d4 piercing damage. • Target must succeed on a DC 13 Constitution saving throw or suffer 1 bleeding damage at the start of its turn for 1d4 rounds (manual tracking). • +2 bonus to Intimidation checks when brandishing this weapon. • On a natural 1 attack roll, the wielder takes 1 piercing damage from mishandling the barbs. Crafting Requirements (optional): • Requires 1 Baseball Bat, barbed wire or nails, and a successful crafting check (Dexterity DC 15 with Tinker’s Tools or Strength DC 13 with Smith’s Tools). **Weapon Conditions & Effects** • **Bleeding Wound** — On hit, the target must make a DC 13 Constitution saving throw. On a failed save, they take 1 bleeding damage at the start of their next turn for 1d4 rounds. (This must be tracked manually.) • **Rebound Damage** — On a natural 1 attack roll, the wielder suffers 1 piercing damage due to mishandling the barbs. • **Intimidation Bonus** — Gain a +2 bonus to Intimidation checks while visibly wielding this weapon. Increase to +3 if crafted by the Crow's Perch faction. • Reduces crafting time by half. • Increases Intimidation bonus to +3. , Damage, Combat, Light, Slow
Comments