Greatclub of Warning

Dungeon Master's Guide (2024) p. 324

Type
Melee Weapon
Magic
Yes
Rarity
uncommon (requires attunement)
Weight
10
Damage
1d8
Damage Type
bludgeoning
Properties
two-handed

Description

As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

Alarm: The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.

Supernatural Readiness: Each subject has Advantage on its Initiative rolls.

Push (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Two-Handed: A Two-Handed weapon requires two hands when you attack with it.

Proficiency: simple, greatclub Source: Dungeon Master's Guide (2024) p. 324