A bat with a clock dial with only an hour hand on it. The only numbers are 12, 4, 6 and 8. Each time the bat hits something the damage is stored at that point and the hour hand moves counterclockwise and one charge is used, the bat has 4 charges. Upon using a bonus action the user can cause the damage to appear in the struck spot. The bat regains charges upon releasing the damage. If a new surface is struck and the bat has alr sotred 4 charges the oldest charge is used and does the damage. This works both on creatures and objects. A creature can see you attacking it but does not feel the strike.
The bat has the statblock of a +1 club when wielded in one hand
The bat has the statblock of a +1 greatclub when wielded in both hands
Creatures with an inteligence score of 10 or below upon recieving a stored charge damage must succeed on a 12 inteligence saving throw or suffer from the confused condition for 3 rounds.
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: Utility, Light, Slow
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