You have a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon deals an extra 1d4 necrotic damage on hit. As a bonus Action, you can command the item to return to you. Additionally if left behind for longer than 10 minutes the item will hop in the direction of its owner. Ball and Chain has a 10 ft. walking speed. As action, choose a creature that you can see within 60ft of you. The target must make a DC13 Wisdom saving throw or have their speed halved, take a -2 penalty to AC and Dexterity saving throws, and it can't use reactions for up to a minute. At the end of each of its turns, the target can make another Wisdom saving throw to end the effect. This property can't be used again until the next dawn.
Proficiency with a Flail 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Damage, Combat, Sap
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