Me.Mimic

The Greatest Club

A large rune-engraved stone club with a wooden handle.

Weapon (greatclub), rare (requires attunement)

This greatclub adjusts to fit your size when you attune to it. Once per day, you can adjust the weapon’s impact (without changing its size or weight) to vary the damage die the weapon deals. This effect lasts until you change the weapon to a different impact category. Your Strength score must fulfill the requirement, otherwise you suffer a cumulative -5 penalty to your attack roll with this weapon for each requirement you miss. For example, when you have a Strength score of 16 but use the impact for Gargantuan, you suffer a -10 penalty to your attack rolls.

IMPACT DAMAGE DIE STRENGTH REQUIREMENT
Tiny
1
None
Small
1d4
5
Medium
1d8
10
Large
2d8
15
Huge
3d8
20
Gargantuan
4d8
25
A large rune-engraved stone club with a wooden handle.

Wondrous item, rare (requires attunement)

This pair of steel chains wraps comfortably around your arms like bandages or bracers. While you wear them, you gain the following benefits:

Armored. You gain a +1 bonus to your armor class while not wearing a shield.

Lightning Strikes. When you make an unarmed attack, you deal an additional 1d6 lightning damage.

Electrified Shackle. As an action, you can target a creature within 5 feet of you and speak the chains’ command word. When you do so, the target must succeed on a DC 14 Dexterity saving throw or become grappled by you as the chains rapidly wrap around the target. While grappled this way, the target is restrained and takes 1d6 lightning damage at the start of each of its turns. Once you have used this action, you can’t use it again until the next dawn.

A large rune-engraved stone club with a wooden handle.

Wondrous item, rare (requires attunement)

This pair of steel chains wraps comfortably around your arms like bandages or bracers. While you wear them, you gain the following benefits:

Armored. You gain a +1 bonus to your armor class while not wearing a shield.

Lightning Strikes. When you make an unarmed attack, you deal an additional 1d6 lightning damage.

Electrified Shackle. As an action, you can target a creature within 5 feet of you and speak the chains’ command word. When you do so, the target must succeed on a DC 14 Dexterity saving throw or become grappled by you as the chains rapidly wrap around the target. While grappled this way, the target is restrained and takes 1d6 lightning damage at the start of each of its turns. Once you have used this action, you can’t use it again until the next dawn.

A large rune-engraved stone club with a wooden handle.