Two metallic rods, nestled close to a heavy metal pack. The two rods are connected to the pack by coated wires reaching about an arms-length from the pack, allowing you to wield the rods in each hand while carrying the pack. The rods have a small soft coated handle over the shining copper cylinders, making them a blunt club size. The pack itself is made up of delicate web of unfamiliar crystals nested in dark metal. The straps and pack are made of a nonconductive, dark metal.
The rods can be swung individually [-1 to hit: 1d4 bludgeoning damage]
When both rods make contact to an creature, or semi-conductive surface, the pack glows brightly and electric damage escapes through the rods and crosses through the target instantaneously, completing an arcing flash from one rod to another. [This pack has a pool of 100 damage that is drained depending on the damage dealt to the target] [A successful arc from both rods making contact at once deals 3d20 damage per turn or until the target is dead, no excess damage is dealt, cannot deal more than damage points available] [The damage number is drained from the damage pool available]
If the rods are ever touched together with any charge inside the pack, the artifact short circuits and explodes in a 30 foot radius, expelling a wave of electrical and fire damage equal to double all available damage points in the damage pool.
[This strange artifact can be recharged, even in battle]*
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: Magic, Damage, Combat, Light, Slow
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