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The Red Club (5e Equipment)

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Weapon (club), artifact (requires attunement by a ranger)

Few facts are known about the Red Club, for example, it is not known when the Red Club was created, nor how or why. one of the only things known about it is that it's deadly to wield and only the strongest of adventurers can use it. When picked up, a creature must make a DC 15 Constitution saving throw. It takes 6d8 force damage on a failed save and none on a successful one. Any non-rangers automatically fail the saving throw. If the creature fails the saving throw, it automatically drops the club. The only other thing known about the club is that it was made by Malar god of the hunt. It is said he took the soul from 1 of every type of beast and put it in the club. You have a +3 bonus to attack and damage rolls with this magic weapon.

Beast Soul Any beasts that start their turn within 60 feet of the club take 3d10 necrotic damage unless the owner of the club otherwise instructs.

Animal of Everything the club has 5 charges, it can use these charges to do one of the following options:

Animal Strength When you hit a creature with the club, you may spend a charge to deal 5d10 additional bludgeoning damage.

Animal Speed As a bonus action, you may spend 1 charge to give yourself an additional 60 feet of walking speed until the start of your next turn.

Animal Senses When you make a Wisdom (Perception) check, before the results of the roll have been announced, you may spend 1 charge to instead roll a 22 on the check.

The club regains 1d4 expended charges daily at dawn.
Random Properties. The The Red Club has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property


Destroying the The Red Club. This weapon can only be destroyed if the owner makes both a successful DC 10 Strength check and a successful DC 15 Intelligence (Nature) check in a row while in The Beastlands.


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