Weapon (club), unknown rarity

While riding a skateboard, the character's movement speed increases by 10 feet.

The skateboard can be used as a weapon, dealing 1d4 bludgeoning damage on a hit.

You can both ride and attack with the skateboard freely during your turn, you can also use a 2 handed weapon wile skating only if you have proficiency in that weapon and 

Style points: you can exchange your movement to deal different tricks, these tricks may add points to your style meter that allows you to gain different bonuses:

  • 1 to 5 points (crazy!): you get +10ft of movement added to your total speed.
  • 6 to 10 points (Savage!):  you gain the ability to move along vertical surfaces on your turn without falling during the movement.
  • 11 to 15 points (Smokin’ Sexy Style!!!): your weapon attacks with the skateboard now deal 2d8 bludgeoning damage.

The style points are returned to 0 after 1 round of not gaining or maintaining them or if you get knocked prone.

To gain or maintain style points you can do do a trick as a free object interaction on each of your turns, there are 3 tipes of tricks:

Basic trick (like a kickflip) in exchange for 5ft of movement you can do an DEX(acrobatics check) DC(10) to mantain your stile meter, if you fail this check you lose 1 style point.

Intermediate trick (like an Ollie) in exchange for 10ft of movement you can do a  DEX(acrobatics check) DC(16) to gain 1 style point, if you fail you lose 2 style points.

Advance trick (like a hardfilp) in exchange for 15ft of movement you can do a DEX(acrobatics check) DC(22) to gain 2 style points, if you fail you lose 3 style points.

Sick flip  in exchange for 25ft of movement ( like a hospital flip) you can do a DEX(acrobatics check) DC(30) to gain 5 style points, if you fail you get knocked prone.

Combo: after you do a trick on this turn you can, as a bonus action, do a second trick of a lower difficulty of the one already dealt this turn, but if you fail the check you get the effects of failing both tricks.

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: Weapon Property: Finesse, Bonus: Speed, use the charge slots in dndbeyond as a way to keep track of your style points., Movement, Combat, Light, Slow

Previous Versions

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Item Tags: Movement Combat

pitocondria

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