Weapon (club), rare (requires attunement by a Cannot be attuned to a creature that is attuned to another "Ace" weapon)

 Aces High

While attuned, if an ally is actively wielding another Ace weapon (Ace of Hearts, Ace of Spades or Ace of Dimond's) this weapon, the Ace of Clubs, has a +3 to attack and damage roles. Ace of Clubs will also score a critical hit if you role an 18 or above.

Gambler's Fervor

Ace of Clubs does and extra 2d6 +1 bludgeoning damage, additionally when you get a critical that drops an enemy to 0 hit points the enemy explodes from the force of your swing and every creature with in 5 feet has to make a D.C. 15 DEX saving throw or take 4d6 fire damage, half as much on a successful save.

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: Cannot be attuned to a creature that is attuned to another "Ace" weapon, Light, Slow

EmperorDreskull

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