Weapon (club), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 10 charges that are used up every time an attack is made, when a charge is used then a bonus 2d4 fire damage will occur. Once all charges have been used then the Amber Club will dim and lose all magical properties including the +3 bonus to attack and damage rolls. Once the next dawn has happened then the Club will regain its 10 charges and will give off a small amount of light, this light will be emitted up to a distance of 10ft.

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

Item Tags: Damage Combat

DaBossGolurk

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