Thanks to extensive practice you gain proficiency with the meteor hammer which has the following properties:
- Meteor hammers have the Two-Handed, Reach, Finesse and Special properties.
- Damage is dependent on the head equipped. Using an action you can change the head of the weapon.
- Meteor (ball) head. Deals 1d10 bludgeoning damage. On a critical hit the target must succeed on a Constitution saving throw or be stunned until the start of the targets next turn.
Saving Throw DC = 10 + Dexterity Modifier + Proficiency Bonus - Dart Head. Deals 1d8 piercing damage and reach is extended by 5 ft. (totaling 10 ft. reach and 15 ft range). On a critical hit the target may be pulled within 5 ft of you allowing for a bonus action attack.
- Spiked Meteor Head. Deals 1d4 piercing damage and 1d4 bludgeoning damage. On a critical hit, the damages instead are increased from 1d4 to 1d6. (double d6s)
- Meteor (ball) head. Deals 1d10 bludgeoning damage. On a critical hit the target must succeed on a Constitution saving throw or be stunned until the start of the targets next turn.
Previous Versions
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12/2/2021 3:15:27 AM
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Coming Soon
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