I dont think necrotic, acid, or poison fit, hut the other choices are good.
For blunt weapons, I like the idea of thunder damage being a shockwave that ravages the target even after the first hit.
I was thinking thunder too because not only is it heavy and hurts like hell but for instance if you bang it against the floor it'll sure as hell make a bang
In my last campaign (a Tal'Dorei one) I gave one of the players the Pyremaul which was a massive hammer containing an "ever-burning gemstone". Didn't change the main damage from bludgeoning but added 1d6 fire damage. For a suitably epic item I think all the options COULD work (although probably less with acid/poison) but I'd really suggest going for the additional 1d6 of magical damage option over changing the main damage type.
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Plays Leo weekly on Chaotic Fabulous. Watch us weekly on twitch chaoticfabulous.com
In my last campaign (a Tal'Dorei one) I gave one of the players the Pyremaul which was a massive hammer containing an "ever-burning gemstone". Didn't change the main damage from bludgeoning but added 1d6 fire damage. For a suitably epic item I think all the options COULD work (although probably less with acid/poison) but I'd really suggest going for the additional 1d6 of magical damage option over changing the main damage type.
Well I'm not changing the main damage type it is adding damage through a gem because my DM made a 5e adaptation to socketing so we roll with that, i was looking to see what would be good on top of the bludgeoning thank you so much for your answer <3
I dont think necrotic, acid, or poison fit, hut the other choices are good.
For blunt weapons, I like the idea of thunder damage being a shockwave that ravages the target even after the first hit.
I was thinking thunder too because not only is it heavy and hurts like hell but for instance if you bang it against the floor it'll sure as hell make a bang
This is exactly what I was thinking. Bring the noise! And regarding mechanics, not many creatures have resistance to thunder damage.
For a maul that deals bludgeoning, Thunder or Force seem the most thematically appropriate damage enhancements. If you're looking for additional effects, I'd go with Force damage and Strength save to avoid being pushed or knocked prone, or Thunder damage and a Con save to avoid being stunned or deafened.
What would be the best damage type to add to a maul for thematic purposes
Force damage
Is it named Mjolnir? Because if it is, the only acceptable answer is both Thunder and Lightning damage.
I dont think necrotic, acid, or poison fit, hut the other choices are good.
For blunt weapons, I like the idea of thunder damage being a shockwave that ravages the target even after the first hit.
I was thinking thunder too because not only is it heavy and hurts like hell but for instance if you bang it against the floor it'll sure as hell make a bang
A maul made out of Adamantine with thunder and lightning damage.
Goodbye objects.
Force damage, definitely a rare type, and fitting for something like this.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
In my last campaign (a Tal'Dorei one) I gave one of the players the Pyremaul which was a massive hammer containing an "ever-burning gemstone". Didn't change the main damage from bludgeoning but added 1d6 fire damage. For a suitably epic item I think all the options COULD work (although probably less with acid/poison) but I'd really suggest going for the additional 1d6 of magical damage option over changing the main damage type.
Plays Leo weekly on Chaotic Fabulous. Watch us weekly on twitch chaoticfabulous.com
Well I'm not changing the main damage type it is adding damage through a gem because my DM made a 5e adaptation to socketing so we roll with that, i was looking to see what would be good on top of the bludgeoning thank you so much for your answer <3
This is exactly what I was thinking. Bring the noise! And regarding mechanics, not many creatures have resistance to thunder damage.
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For a maul that deals bludgeoning, Thunder or Force seem the most thematically appropriate damage enhancements. If you're looking for additional effects, I'd go with Force damage and Strength save to avoid being pushed or knocked prone, or Thunder damage and a Con save to avoid being stunned or deafened.
Tell me the name of this maul and I will tell you the damage type :)
"Not all those who wander are lost"
Anything would work.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale