Weapon (club), rare (requires attunement by a slamming yourself in the head with the club as hard as possible--if you survive it will grant you it's power!)

This club is made from Razium, an alloy forged from the ashes of trees and ores from the Mournland. Khyber Crystals line the outside of the club like small spikes, providing razor sharp edges and magic dampening effects on impact. 

Magical Effects:

  • Grand Slam: The wielder of this club can use a bonus action to hold the club up with both hands over their shoulder and charge it up with energy. Their next attack that hits on the same turn sends the enemy flying 10 ft. backwards away from the wielder and causes an extra 2d8 force damage. 
  • Mage Masher: If a spellcaster is hit with Baby Ruth the khyber crystals in the club disrupt the flow of their magical energies. Creatures hit must pass a CHA-saving throw equal to the club wielders spell-save DC. If they fail a random effect takes place due to the crystals. Mage Masher can be used a number of times equal to a PC's proficiency bonus and recharges at dawn. It can only be used once per turn. Roll a 1d6 to determine what effect takes place:
    • 1: The enemy is Silenced until the end of their next turn. 
    • 2: The enemy is Mute until the end of their next turn. 
    • 3: The enemy's internal arcane energy is overcharged. Next time they cast a harmful spell it backfires and hits them instead, dealing half damage --they are not aware of this effect until it occurs. 
    • 4: The enemy's connection to the weave becomes unstable. Roll on a Wild Magic table and follow the effects accordingly. 
    • 5: The khyber crystals lock onto lingering energy from the most recent spell cast by the enemy and rupture the link. The enemy cannot use that spell again unless they are healed by a Lesser or Greater Restoration. 
    • 6: The enemy is affected by arcanivrus, an enchantment caused by a sudden and violent change in the magical energy in someone's body. For 1-minute the enemy takes 1d8 chaos damage each round unless they take an action to try and resist it's effects by rolling an INT-saving throw against the club wielder's spell save DC. 

Properties:

  • Versatile: This weapon can be used 1-handed or 2-handed (1d8/1d10)
  • Finesse: Attack and damage rolls with this weapon can use DEX or STR. 
  • +1 magic weapon

Features:

  • Grants the War Caster feat to whoever is attuned with the weapon.

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: Bonus: Melee Weapon Attacks, Damage: Melee Weapon Attacks, Weapon Property: Finesse, Weapon Property: Versatile, Feat: War Caster, slamming yourself in the head with the club as hard as possible--if you survive it will grant you it's power!, Light, Slow

Previous Versions

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7/22/2021 2:50:16 AM
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jjstopyra

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