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Weapon (flail), uncommon (requires attunement)

The versatility of the magically-enhanced ooze used to craft this flail can’t be overstated. Its high tensile strength allows its ‘chain’ to stretch in response to its wielder’s thoughts, while the flail’s head boasts a hardness and density comparable to steel.

This magic flail deals an extra 1d6 acid damage to the first target it hits on each of your turns. The flail has 8 charges and regains 1d4 + 4 expended charges daily at dawn.

Reachier. While holding the flail, you can expend up to 4 charges on your turn (no action required) to increase your reach with this weapon by 5 feet for each charge expended until the end of your turn.

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Very rare variant: The flail deals an extra 1d8 acid damage to any target it hits, instead of 1d6 acid damage to the first target you hit on each of your turns. The flail gains the Sticky Fingers property:

Sticky Fingers. When you hit a Medium or smaller creature with an attack using the flooze, and that creature is holding an item such as a weapon, you can attempt to disarm it of the item instead of dealing damage to it. The target must succeed on a DC 16 Strength saving throw or release the item, which becomes stuck in the flail. A creature within reach of the flooze can use an action to make a DC 16 Strength check, liberating the stuck item on a success. Success or failure, a creature takes 1d4 acid damage when it takes this action. The flail can hold up to 2 items at a time, and a nonmagical item that remains in the flail for 1 minute completely dissolves. While the flail has an item in it, you can choose to deal your choice of piercing or slashing damage with it on each hit, instead of the usual bludgeoning damage.Download here

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