Roll 1d8 to use:
1- Use it to pin up your hair (+1 to dex all dayyyy)
2- No effect... But you could stab someone with it for 1d4 bludgeoning damage. Here, we'll even make it a bonus attack. Attaboy. If you ain't first, you're last.
3- Hockey Bat- Hand or toss it to enemy within 15ft. If they pass a Dex check, their next attack is made at disadvantage. (No effect for a fail).
4- Daggernaught- Toss up to 60ft and roll to hit. 1d4 piercing damage on success.
5- Peacemaker- Stab the earth and 2 vines will grow, disabling 2 targets of your choice for the duration. If either makes a successful Strength save, one of 2 must be let go, but wielder chooses which.
6- Spell Clamp- Stops any damage/healing dealt by a spell until removed or spell ends. (Person being damaged/healed must be within 5ft). Cannot be used on wielder.
7- Peace Roach- The ZH produces smoke, which you then blow in the faces of all enemies in range (15ft). They are unable to attack on their next turn, 2 turns if they fail a Con save. Any remaining DEX attacks or saves are at disadvantage for up to 1 hour.
8-Glitter- Radiation is emitted as soon as ZH hits the ground (toss AWAY for best results. Radiation has 60ft range). 2d10 radiant damage, half as much if they make a Con save.
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