Weapon (maul), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Momentum. When you hit a creature with an attack after you moved at least 20 feat in a straight line during the same turn, deal an additional 1d6 to the normal weapons damage. 

Brutal. When you score a critical hit with this weapon, you can roll an additional 1d6 to the normal weapons damage.

Curse. This Hammer is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

While you fight using this weapon, you must succeed on a DC 15 Wisdom Saving Throw. On a fail you must fight the creature until it drops to 0 HP or dies. If you make the killing blow, you gain temporary Hit Points equal to the damage dealt. If you don't make the killing blow you take 1d10 psychic damage and have paralysed condition until the end of your next turn. 

In addition, while the hammer is on your person, during a long rest you must succeed on a DC 10 Wisdom Saving Throw or be charmed by the vengeful spirit. Your ambitions on the next day resemble that of the spirit.

 

 

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, Cursed, Heavy, Two-Handed, Topple

Item Tags: Damage Combat Cursed

DM_Er0k

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