Weapon (light hammer), very rare

One powerful item, overlooked. When you roll an attack against a creature, it must make a dc 16  Strength saving throw or be knocked back 15 ft. If the creature hits an object, such as a wall, floor, creature, etc. it takes 1 d6 bludgeoning damage for however many feet left it had to fly. Save or no save, the target creature takes 2 d12 Radiant damage on a hit. As a bonus action, you can slam the hammer into the ground.  every creature within a 10 ft. radius of you must make a dc 12 Strength save or be knocked prone. If at least one creature was affected by the hammers slam to the ground, you get advantage on attack rolls when holding the hammer. On your next attack roll after the hammer slam to the ground, you get plus one damage for every creature not knocked prone.

Proficiency with a Light Hammer 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.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Advantage: Intimidation, Proficiency: Intimidation, Frightened, Damage, Combat, Bane, Light, Thrown, Nick

Item Tags: Damage Combat Bane

Pterra3

Comments

Posts Quoted:
Reply
Clear All Quotes