Set in a figured steel handle, this fossilized bone club has a heavy and satisfying heft. Bereft of all its original color, the bone has a green tinge that shines dully.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Vigor drain. On an attack roll, if you succeed the AC of the target by 5 or more, you also cast sapping sting, on the same target, without any spellcasting cost. The DC for the spell's constitution save is 13.
Hemorrhaging miss. On an attack roll, if you roll a 1, roll an additional d6. Use the table below to determine the negative effect that results.
| Dice Roll | Negative Effect |
|---|---|
| 1 | You double over as your body seizes in pain. You take 1d6 psychic damage and gain the paralyzed until the beginning of your next turn. |
| 2 | A weeping sore opens up on your body. You take 1d4 piercing damage. |
| 3 | A rash spreads across your neck, underneath your clothes. It remains for 1 hour or until removed. You are unable to keep concentration spells or abilities for longer than 1 minute while this rash persists. |
| 4 | You begin uncontrollably coughing for the next 3 turns. Take 1d4 bludgeoning damage, and you gain disadvantage on any stealth checks for the duration. |
| 5 | Nausea suddenly spreads across your body in waves. For the next 1 hour, you gain disadvantage on all Constitution ability checks and saving throws. |
| 6 | Your leg muscles begin to spasm. Your movement speed is halved for the next three rounds. |
Proficiency with a Greatclub 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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Bonus: Magic, Damage, Combat, Two-Handed, Push
Previous Versions
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6/16/2020 2:56:18 PM
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15
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1.0
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Coming Soon
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7/2/2020 5:44:12 PM
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48
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0
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2.0
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Coming Soon
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