You gain +1 to attack rolls with this adamantine weapon.
Any hit of this weapon against a solid object (not a creature) is an automatic critical hit.
Any hit against a construct deals an additional 1d6 of bludgeoning damage.
This weapon has 5 charges. It regains 1d4 charges at dawn, but can never have more than 5 charges.
You can use an action to cast Shatter at level 2, 3, 4 or 5 (your choice) without using material components.
The save DC is 15. For each 1 or 8 on the damage roll, the maul loses 1 charge.
Overcharge. If the spell consumes more charges than are left, roll a d20 for each. On a 1, the maul loses this ability.
This maul is forged from Adamantium. It has been created to crush rock and other hard materials to powder, while also being a potent close combat weapon.
Runes are engraved on the hilt, among them: "Thunder", "Shatter", "Transience", "Volatile"
Mauls like these are sometime carried by dwarven foremen. It can cause a pinpoint thunder eruption to quickly clear out piles of debris.
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: Combat, Heavy, Two-Handed, Topple
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