The Yoyo of Magical Tricks is a Whip that does bludgeoning damage instead of slashing damage, and you have disadvantage on attack rolls if you are within 5 feet of the target and they are not Incapacitated
The Yoyo of Cool Tricks has 3 charges. While you are holding it, you can expend 1 or more of its charges as a bonus action to perform one of the following tricks:
- 1 Charge: Make 1 melee weapon attack with the Yoyo of Cool Tricks. On a hit, it does an additional 2 (1d4) bludgeoning damage.
- 2 Charges: Make 1 ranged weapon attack with the Yoyo of Cool Tricks, with a range of 20/60 feet. On a hit, it does an additional 2 (1d4) bludgeoning damage. Hit or miss, the Yoyo returns to your hand by its string.
- 3 Charges: Make a weapon attack roll with the Yoyo of Cool Tricks. Every hostile enemy within 30 feet with a lower AC than the roll takes 4 (1d8) bludgeoning damage.
The Yoyo of Cool Tricks regains 1d2 + 1 expended charges daily at dawn.
Proficiency with a Whip 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: Replace Damage Type: Bludgeoning, Damage, Combat, Finesse, Reach, Slow
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