Weapon (maul), rare

Once a metal pole used to capture and store lightning strikes, it has since been repurposed as a weapon. While holding the pole, the wielder can cause a hammer head of crackling lightning to appear.

The Arc Maul has a +1 bonus to attack and damage rolls and while used alongside a S.I.R. Device, can use charges from it to perform the following effects.

  • (1 Charge) add 1d6 lightning damage to your damage roll. This extra damage is dealt even you fail to hit the target.
  • (1 Charge) After rolling damage dice you can give the target disadvantage on their next attack roll, ability check or save.
  • (2 Charges) You may replace all of your attacks with a 5ft emanation from yourself, requiring a Dex Save (DC 8 + CON Modifier + Proficiency Modifier), dealing 2d6 lightning damage on a failure and half on a success.

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: Bonus: Magic, Damage, Combat, Heavy, Two-Handed, Topple

Item Tags: Damage Combat

LunacyOfFenris

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