Weapon (club), very rare (requires attunement by a Must have spent time at sea, or have proficiency with water vehicles or a connection to a water-based deity or entity.)

 

This hefty wooden club bears the weathered marks of time spent beneath the sea. Its surface is rough and warped, swollen from years of saltwater exposure. Clinging tightly to the wood are clusters of jagged barnacles, forming a natural armor of razor-sharp shells. The barnacles vary in size, some no bigger than a coin, others large enough to snag flesh if the club scrapes past too closely.

The handle is slick with sea-salt residue, wrapped in frayed rope or leather for grip. When swung, the club emits a faint, briny scent—like the breath of the ocean—and a low rattle as dried shell fragments shift within their calcified nests.

 

🪵⚓ Barnacle Club of the Drowned

Weapon (club), uncommon (requires attunement)

This club appears to be nothing more than driftwood pulled from the ocean’s depths, but its surface is encrusted with razor-sharp barnacles and faintly glows with briny arcane energy. It thrums with the restless power of the sea and the lingering spirits of those claimed by it.


Stats:

  • Damage: 1d6 bludgeoning + 1d4 slashing (from barnacles)

  • Properties: Light

  • Attunement Requirement: Special Abilities:

🌊 Tidewrack Smite (1/day)

Once per long rest, you can invoke the power of the drowned. On a hit, the club releases a surge of briny force, dealing an additional 2d6 cold damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone as if struck by a crashing wave.

🦀 Clinging Barnacles

When you hit a creature with this club, you can choose to have barnacles latch onto them. Until the start of your next turn, their movement speed is reduced by 10 feet, and they cannot take the Disengage action. Usable twice per long rest.

🌫️ Salt-Breath of the Deep (Flavor)

While holding the club, you can smell salt and seaweed faintly at all times. It never fully dries. Occasionally, it drips seawater even when far from the ocean.


Optional Curse Variant (Rare or Very Rare Version):

Cursed — Voice of the Drowned.
The club whispers faintly at night, uttering the final gasps and cries of drowned sailors. While attuned, the wielder must succeed on a DC 12 Wisdom saving throw at the end of each long rest or suffer one level of exhaustion from haunting visions. However, each failed save grants an additional use of Tidewrack Smite that day.

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: Bonus: Magic, Must have spent time at sea, or have proficiency with water vehicles or a connection to a water-based deity or entity., Light, Slow

midraeus1468

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