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Weapon (greatclub), very rare (requires attunement)

A wooden club lined with iron spikes with a pommel depicting the face of a goblinoid Dokkaebi. Blue embers dance within the cracks of the wood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding it, you gain a +1 bonus to spell attack rolls. While attuned to this weapon you are considered proficient with it.

Dokkaebi Magic. Any creature can cast a spell of 1st through 5th level into the club by touching the club as the spell is cast. The spell has no effect, other than to be stored in the club. Only one spell can be stored in the club at a time. If this club has a spell of at least 3rd level stored inside it, it gains the following benefits:

The bonuses to attack rolls, damage rolls, and spell attack rolls are increased to +2.
This weapon glows with blue flame, dealing an extra 1d8 fire damage to any target it hits.
While holding this club, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the club is no longer stored in it.

As there are goblins in the west, so there are Dokkaebi in the east. Legends tell of these creatures in all sorts of manner, from mischievous and tricky to benevolent and generous. To earn the favor of a Dokkaebi can result in immense gain, and to anger one in terrible misfortune. To wield the club of such a being is sure to aid one in battle, enhancing both their martial and arcane prowess to fend off any foe.

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