Weapon (club), uncommon

This magic baton deals an additional 1d4 Lightning damage on a hit.

Additionally, the Zap Baton has 4 charges.
You can choose to spend a charge when you hit with an attack. The target must make a DC 13 Constitution save or it's speed become 0 and it can't take reactions until the start of its next turn.

The baton regains all charges daily at dawn.

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: Damage: Lightning, Damage, Combat, Light, Slow

Item Tags: Damage Combat

Athanatosti

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