Weapon (greatclub), legendary (requires attunement)

You have a +3 bonus to attack and damage rolls made with this magic weapon. This weapon scores a critical hit on a roll of 19 or 20.

When you score a critical hit with the bat, the target must make a DC 17 Strength or Dexterity saving throw (you choose the type of save when you score a critical hit). On a failed save, the creature takes an additional 15 force damage, is pushed 30 feet away from you, and is knocked prone. On a successful save, the creature takes half the force damage, is only pushed 10 feet away from you, and does not fall prone.

When you are hit with a ranged attack while holding the bat, you can use your reaction to attempt to deflect it with a swing of the bat. Add 3 to your AC against the attack, potentially turning the hit into a miss. If the attack hits anyways, the damage taken is reduced by 2d10 + 8.

Proficiency with a Greatclub 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Bonus: Magic, Damage, Combat, Two-Handed, Push

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2023 10:46:32 PM
4
4
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Coming Soon

Item Tags: Damage Combat

DragoKnight589

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