Item: Conflagration Club
A ring of magical crystals encircles the base of this +1 striking greatclub, allowing it to absorb and store magical energy.
Activate R envision
Trigger You Cast a Spell from a spell slot, and the spell has the acid, cold, electricity, fire, or sonic trait
Requirements The club has no charges
Effect You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the rank of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored.
Activate 2 command, envision (evocation, magical)
Requirements The club has at least 1 charge
Effect You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes 1d6 damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges.
Trait Effects
Backswing: You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Club: You knock the target away from you up to 10 feet. This is forced movement.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Kinetic Club | 7 | Uncommon | 1d10 |
| Deflecting Branch | 14 | Uncommon | 1d10 |
| Greatclub | - | Common | 1d10 |
| Gearblade | 17 | Rare | 1d10 |
| Chatterer of Follies | 6 | Uncommon | 1d6 |
| Fighting Stick | - | Uncommon | 1d6 |
| Acrobat's Staff | 6 | Uncommon | 1d8 |
| Worldringer | 5 | Uncommon | 1d6 |
| Sensei's Parasol | 11 | Rare | 1d8 |
| Spore Sap | 11 | Uncommon | 1d6 |
| Cruuk | - | Common | 1d6 |
| Griffon Cane | - | Common | 1d6 |
| Khakkhara | - | Uncommon | 1d6 |
| Macuahuitl | - | Uncommon | 1d8 |
| Nunchaku | - | Uncommon | 1d6 |
| Tetsubo | - | Uncommon | 1d10 |
| Worldringer (Greater) | 14 | Uncommon | 1d6 |
| Dragonscale Bo Staff | 6 | Common | 1d8 |
| Dragonscale Staff | 6 | Common | 1d8 |
| Faultline Hammer | 6 | Uncommon | 1d6 |