This warhammer is forged from sea-silver and fossilised coral. When it swings, it throws an arc of water droplets in its path. You gain a +1 bonus to attack and damage rolls.
The Tidecaller's Maul has 4 charges and regains all expended charges daily at dawn. While attuned, you can expend the charges in the following ways:
Overhead Wave: When you make a melee weapon attack with this weapon, you can expend 1 charge to leap up to 10 feet toward the target without expending movement. If the attack hits, the target takes an additional 1d8 bludgeoning damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Erupting Geyser: As an action, you can expend 2 charges to slam the maul into the ground and cause a geyser to erupt in a 10-foot square within 30 feet of you. Each creature in that area, up to a height of 100 feet, must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage and 2d8 bludgeoning damage and is launched 20 feet straight upward. On a successful save, the creature takes half as much damage and isn’t launched.
Water Cannon: As an action, you can expend 3 charges to begin channeling water vapor into the maul. If you have taken 15 or fewer hit points of damage by the start of your next turn, you can make a special ranged weapon attack using the maul. The target must be within 40 feet of you and visible. On a hit, the target takes 8d8 bludgeoning damage and is pushed 10 feet away from you.
Proficiency with a Warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. 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.
Notes: Versatile, Push
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