Weapon (club), legendary

base weapon is "gauntlet" a simple melee weapon dealing 1d6 bludgeoning damage, light and finesse.

a pair of power gauntlets, with arcane mechanisms glowing with azure energy, these gauntles can absorb the energy of spells and unleash it with devastating effects.

you gain a bonus to hit and damage equal to half you proficiency bonus when wielding these weapons.

spelljammer: whenever a spell is cast within range, as a reaction you can spend a charge to cast counterspell at 3rd level, if the spell is succesfully prevented the gauntlets become empowered. (remember what level the spell prevented was)

empower: when the gauntlets re empowered they deal an additional 1d6 force damage on the first attack each turn additionally you can spend a charge to empower the gauntlets, this is equal to a 3rd level spell.

spellbreaker: as an action, when the gauntlets are empowered, you can clap the gauntelts toghether and unleash a shockwave of arcane energy, any character within a cone that is 5 times the level of the spell prevented ft long, must make a DC 5+spell level+prof.bonus dexterity saving throw or take a number of d6 equal to the spell level force damage.

this weapon has 3 charges you can replenish them as an action using a canister that can be crafted with the components of the conterspell spell or with a 3rd level spellslot during a long rest.

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: Light, Slow

yeetyiu

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