This ash wood bat is simply carved, as though for a children’s game. An identify spell reveals that it has been touched by genie magic.
When you roll a 1 on the damage roll for this magic club, the target must make a DC 16 Strength saving throw. On a failed save, they are sent flying 2d6 x 10 feet away and 1d6 x 5 feet up. If the target hits a creature or a barrier in its path, it and the obstructing barrier take 1 bludgeoning damage. Unless made of adamantine, the obstructing barrier is broken off from anything holding it down and is carried with the target to its destination.
The bat can send a target flying 3 times, and regains 1 expended use each dawn.
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: Damage, Control, Combat, Light, Slow
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