A beat up and blood stained burlap doll with what appears to be a handful of human like hairs sewn into to its head. the dolls sewn on facial expression appears to change every time you look at it. there seems to be a mace head or a steel ball sewn up inside of it. the doll feels sturdy enough to be swung as a weapon.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This doll has 3 charges. While in range of vision of the crash doll, you may activate the doll by saying its activation phrase, and using an action to expend 1 or more of its charges to cast the spell catapult (save DC 15) targeted on the doll. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. the doll regains 1d3 charges each day at dawn.
The doll flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
requires attunement.
Proficiency with a Mace 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, any one weird enough to wield it. during Attunement you must set an activation phrase. , Damage, Combat, Sap
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