Item: Conflagration Club

TypeWeapon
Level6
Rarity
Common
Base ItemGreatclub
CategoryMartial
GroupClub
Damage1d10 bludgeoning
Price250 gp
UsageHeld in two hands

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 @Template[cone|distance:15] 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.


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.


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