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Nightfall

Ferocity of the Moonwalker

This Greatclub looks less like a proper weapon than a gnarled old branch that was simply picked up off the ground.

First Wielder:

Centaur Twilight Cleric

Initial Item

Great Club

Damage — 1d10 Bludgeoning

Two-Handed, Heavy, Martial Weapon, Primal Weapon

Primal Weapon – Attacks with a Primal Weapon can be made using Wisdom, rather than Strength or Dexterity.

Tier 1 Mundane

Aetheric Flow — This weapon can be used as a focus for casting spells.

Warpriest Techniques — You have a pool of technique points equal to your proficiency modifier + 2. You regain all spent points at the end of a short rest.

Deflective Technique — Spend 1 Warpriest Technique point as an Action. You gain a +2 bonus to AC while wielding the club in both hands until you take a Short or Long Rest.

Hemorrhaging Technique — Spend 1 Warpriest Technique point as an Action. Make a melee attack against a creature. On a hit, the creature takes 1d6 damage at the start of each of its turns for 3 rounds.

Tier 1 Magical

Puissance — You gain a +1 bonus to Attack rolls, Damage rolls, and the Save DC of spells.

Focused Mind Technique — Spend 1 Warpriest Technique point as a Bonus Action. The next healing spell you cast on this turn also ends 1 Frightened or Charmed condition on the target.

Tier 2 Mundane

Gnarled Branch — The base damage of the club increases to 2d6.

Rapid Reflexes — The bonus from your Deflective Technique increases to +3.

Reliable Hemorrhaging — Your Hemorrhaging Technique is now Reliable. If you miss with the attack after using the technique, the technique point is refunded.

Concussive Technique — Spend 1 Warpriest Technique point as a Free Action after hitting with a melee attack. The target of the attack must make a Constitution saving throw against your Spell DC. On a failure, the target is stunned until the start of your next turn. If the attack was a Critical Hit, the target automatically fails this save. Succeed or Fail, the target then becomes immune to this technique until the end of your next turn.

Tier 2 Magical

Improved Puissance — The bonus from Puissance increases to +2.

Rapid Focus — Your Focused Mind Technique is now a Free Action.

Path of Twilight Flames Technique — Spend 1 Warpriest Technique point as an action. Cold flames spring up about your hooves for one minute. While these flames exist, your hooves deal an additional 1d8 radiant damage and whenever you move you leave behind a patch of radiant fire until the flames around your hooves dissipate. When creatures of your choice enter the fire for the first time on a turn or start their turn there, they take 1d8 radiant damage.

Tier 3 Mundane

Petrified Branch — The base damage of the club increases to 3d6.

Deep Hemorrhaging — The damage from your Hemorrhaging Technique increases to 2d6.

Vigilant Technique — Spend 1 Warpriest Technique point as a free action when you use Vigilant Blessing, causing it to apply to a number of creatures equal to your proficiency bonus.

Tier 3 Magical Enhancements

Greater Puissance — The bonus from Puissance increases to +3.

Twilight Inferno — The damage dealt by your Path of Twilight Flames increases to 2d8.

Wings of Twilight Technique — Spend 1 Warpriest Technique point as a free action when you use Steps of Night, causing it to target a number of creatures equal to your Proficiency Bonus.

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