Weapon (greatclub), rare (requires attunement by a Warforged)

This spiked gauntlet can bond to the forearm of a warforged that chooses to attune to it. It covers their entire forearm and hand. The gauntlet is a magical simple weapon that you are proficient in. Its strikes deal 1d8 + Str bludgeoning damage. Striking a creature with the gauntlet activates its adaptive functions. On a successful hit, you can mark the creature and the gauntlet gains 1 charge. Going a turn without successfully hitting the marked creature causes the gauntlet to lose a charge. When the gauntlet has gained 5 charges, you can expend all of them as part of an attack action for one of the following effects:

Adaptive Maneuver:

  • Predictive Guard. Your AC against attacks dealt by the marked creature increases by 5 till the end of your next turn.
  • Focused Strike. Your next hit on the marked creature deals an extra 1d8 force damage.
  • Guided Triage. The next time the marked creature deals damage to you, after the damage is dealt you regain 1d6 HP, even if you hit 0 (unless the damage kills you outright).

You must choose which effect you want to take place when you expend the 5 charges. Once 2 adaptive maneuvers have been been used the gauntlet can no longer gain charges until the end of a long rest.

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: Warforged, Two-Handed, Push

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VerdexianSailor

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