Item: Gearblade

TypeWeapon
Level17
Rarity
Rare
Base ItemGreatclub
CategoryMartial
GroupClub
Damage1d10 bludgeoning
Price13000 gp
UsageHeld in two hands

Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a bastard sword, greatsword, longsword, or shortsword. It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the disarm weapon trait and the versatile B weapon trait (which replaces any other versatile trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a greatclub.

Activate 1 envision

Frequency once per day

Requirements You've wound the gearblade for 10 minutes within the last 24 hours

Trigger You roll a critical success to Disarm a target with the gearblade


Effect The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The target must attempt a DC 36 Reflex save. On a failure, the limb holding their weapon is also pulled into the gearblade, and the creature takes 3d12 bludgeoning damage. On a critical failure, they take 6d12 bludgeoning damage and the limb becomes unusable until healed by a Regenerate spell or a similar effect.


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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