Weapon (maul), very rare

Colossal Weapon. You have disadvantage on attacks made with this weapon unless your Strength score is 18 or higher. You have 10ft reduced walking speed when wielding a weapon with this property. This penalty is reduced to 5ft if you Strength score is 20 or higher. You deal +1d6 damage. This weapon is considered to have Extra Reach.

Smithing Art Spears. As an Action, slam the red-hot anvil into the ground, sending up countless spears as it is pulled out. The spears disappear instantly. All creatures standing in a 5ft radius circle in front of you must make a Dexterity saving throw (DC WIS). They take 6d6 Piercing damage, or half as much if they succeed.

Flame Imbuement. You deal +1d6 Fire damage when you hit a target with this weapon.

Improved Critical. The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

You have a +2 bonus to attack and damage rolls made with this weapon.

 

One of the treasures of the ruined forges. A tremendous hammer that incorporates as its head the red-hot anvil of the forge. It is said that the anvil's shape is inspired by that of an altar, and that long ago, it was indeed used as such in rite and ritual.

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: Heavy, Two-Handed, Topple

Chupa_cu

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