Weapon (greatclub), uncommon

Once a quarterstaff of dense wood, this weapon has been sawed down and roughly shaped into a bat. The swung end has been wrapped in gnarled and twisted barbed wire, adding slashing damage with each vicious swing.

When not in use, this weapon can be stored by swinging it over the shoulder with the intent to stash it away. When stored in this manner it becomes undetectable, only able to be seen and felt by the wielder. To use this weapon, one needs only reach over the shoulder with a killing intent and they will be able to grasp the handle and prepare to attack, making it detectable once again.

Once per combat encounter, on scoring a Critical Hit, the killing intent of the swing converts to malicious magical energy, causing the barbed spikes to grow exponentially on impact, driving into the target and inflicting an additional 4d6 Magical Piercing damage. 

Versatile, Finesse, Light

One-Handed: 1d8+STR/DEX Bludgeoning + 1d6 Slashing

Two-Handed: 1d10+STR/DEX Bludgeoning + 1d6 Slashing

Proficiency with Quarterstaffs or Melee Weapons allows proficiency bonus to be added to attacks and damage; If proficient, DEX can be used instead of STR as damage bonus.

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: Ignore Weapon Property: Two-Handed, Weapon Property: Finesse, Weapon Property: Light, Damage: Slashing, Weapon Property: Versatile, Critical Hit Bonus, Damage, Combat, Two-Handed, Push

Item Tags: Damage Combat

jibrilramon

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