Weapon (club), artifact

A low, mechanical thrum accompanies every movement of the limb. When the runes flare to life, the air around the arm grows cold and smells of ozone, as if the very atmosphere is thickening into a physical barrier. It is less a replacement for a lost limb and more a permanent, metal vow of protection. The arm provides arm +1 AC as long as the arm remains attached to the creature. The arm also gives Expertise in the skill - Slight of Hand.

Merlin's Embrace: As a bonus action , the arm violently begins to vibrate emitting a deep, pulsing hum; summoning a transparent blue arcane bubble around you, and up to one creature (of your choosing) adjacent to you. Each creature affected by the bubble gains +5 bonus to AC and is immune to Magic Missile. While the bubble is active, your movement speed becomes 0 and you have Disadvantage on Dexterity saving throws. The additional creatures movement speed and Dexterity saving throw is not affected by the bubble. However, if the additional creature moves and is no longer adjacent to you, they lose the +5 AC bonus. This feature may be turned off as a bonus action.

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: Expertise: Sleight of Hand, Disadvantage: Dexterity Saving Throws, Bonus: Armor Class, Light, Slow

GingerFuq777

Comments

Posts Quoted:
Reply
Clear All Quotes