Weapon (warhammer), rare (requires attunement)

You have a +1 bonus to attack and damage rolls you make with this magic weapon. When you successfully hit a creature or object with the mace, the mace accumulates one charge of momentum (to a maximum of 3). The mace loses all accumulated charges when you miss on an attack with it, or if your turn ends and you haven’t attacked a creature with it since your last turn. Before you make a melee attack, you can expend a number of its accumulated charges to unleash its momentum. When you do so, the mace deals an extra 1d6 points of force damage per charge expended on a hit, and the target must succeed on a Strength saving throw or be knocked prone and pushed 5 feet per charge away from you. The DC equals 10 + twice the number of charges expended.

When you roll a 20 on your attack roll with this magic weapon, the mace treats the attack as if it were discharging 3 charges of momentum. This is in addition to any accumulated charges of momentum, which are also discharged with this attack, though this additional bonus damage is not doubled. The DC of the Strength save and the pushing distance increases accordingly.

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: Bonus: Magic Item Attack With Strength, Prone, Damage, Control, Debuff, Combat, Versatile, Push

Previous Versions

Name Date Modified Views Adds Version Actions
4/1/2020 11:29:00 AM
35
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4/1/2020 1:41:08 PM
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Item Tags: Damage Control Debuff Combat

Amethystine

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