Beast Club

Weapon (greatclub), rare (requires attunement by a barbarian, druid, or ranger)

This is a massive +1 greatclub with blackened bark and angry, frozen veins of rosewood, iron, and silver.

Radiates: Evocation magic.

Power: When you hit a beast, lycanthrope, or monstrosity with this weapon, you deal an extra 1d8 thunder damage and the creature must make a Wisdom save or become frightened of you for 1 minute. If failed, the creature repeats this save at the end of each of its turns until it succeeds. On a successful save, the creature is no longer frightened, but still suffers a -2 penalty to attack you until you attack another target.

Power: When you reduce a beast, lycanthrope, or monstrosity to half its hit points or less, the creature must succeed at a Wisdom save or flee by the quickest route possible.

If no such route exists, the creature takes whatever route is available. If there is still no escape route, it goes into a frenzy and attacks you with advantage until an obvious opportunity for it to escape appears.

Power: A lycanthrope in beast form who wields or otherwise touches, handles, or is hit by this weapon must make a Constitution saving throw or be stunned for 1 round while it reverts back to its normal form, taking an extra 2d6 psychic damage in the process.

Section 15: Copyright Notice

250 Best Magic Items for Barbarians, Druids, and Rangers MageGate Games Author: Jackson Dean Chase Copyright 2021 MageGate Games Inc.

This is not the complete license attribution - see the full license for this page