Weapon (maul), rare

"A siege weapon disguised as a hammer. A bomb strapped to a shaft, primed to rupture steel and sanity alike. Gnome-forged, trench-tested, and one misfire away from legend."

 💣Weapon stats

When you hit an armoured enemy (plate, half-plate or similar metall based armour) with this weapon, roll a d20. if the d20 lands on:

11-20: "The Anti-Tank Maul penetrates your foes armour and releases a deadly explosive charge", Roll 4d6 and add the sum to the damage roll as force damage. Additionally the foe must succeed on a DC 15 Strength saving throw or be knocked Prone.

3-10: "Its a dud! The Anti-Tank Maul did not fire its charge", Nothing more happened.

1-2: "The Anti-Tank Maul missfires, releasing its explosive energy in a uncontrolled manner!", Roll 4d6, you and all characters within 5ft of you take the rolled number as force damage. Additionally all affected characters must succeed on a DC 15 Strength saving throw or be knocked Prone.

Proficiency with a Maul 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.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Damage: Force, Prone, Damage, Combat, Heavy, Two-Handed, Topple

Item Tags: Damage Combat

MartyTheAmmoGuy

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