When you first attune to this hooked quarterstaff, you become the owner of a flock of 2d4 + 2 sheep, which magically appear in spaces within 20 feet of you. The sheep are nonmagical and behave as ordinary sheep. They recognize you as their shepherd and follow you wherever you go, but aren't under your control. Any sheep you obtain through nonmagical means (such as purchase) become part of the flock.
Whenever you complete a long rest, roll a d20. On a roll of 19 or 20, the number of sheep in your flock increases by 1d2. On a roll of 1, the number of sheep decreases by 1, to a minimum of 0. While 1 or fewer sheep remain in your flock, you ignore any result of 19 or 20.
If your attunement to the crook ends, the flock vanishes, but the crook retains the number of sheep in the flock when it is next attuned to.
The Shepherding Trade
A sheep can be shorn once every 6 months, producing 4d8 pounds of wool per shearing (worth 2 sp per pound). One sheepskin is enough to create 1d4 + 1 sheets of parchment (worth 1 sp each). A single sheep can provide as much as 10d8 + 20 pounds of mutton (worth 1 sp per pound). A live sheep has a market price of 2 gp.
Proficiency with a Quarterstaff 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Summoning, Utility, Versatile, Topple
Previous Versions
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8/1/2022 3:43:47 AM
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2
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1
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1.0
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Coming Soon
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