The trailing edge of this massive metal maul is partially hollowed out and filled with strange unidentifiable machinery. As an action, it can be thrown at a target within 30ft. When you do this, make a ranged weapon attack roll using Strength. On a hit in this way, it deals an additional 1d4 force damage. Regardless of whether you hit or miss while attacking in this way, the maul immediately returns to the thrower's hands after reaching its max range. You can only make one attack if you choose to throw this weapon, regardless of features such as Extra Attack.
This weapon has three charges. Immediately when you hit an enemy by throwing this weapon, you can choose to expend one of these charges. If you do so, the maul emits an explosive shockwave in a 25ft. cube originating from the creature hit by the weapon. Each creature in the cube must make a DC 15 Strength saving throw or take 3d6 force damage and be knocked prone. On a successful save the creature takes half damage and isn't knocked prone. This weapon regains all expended charges daily at dawn.
This weapon counts as magical for the purposes of weakness and resistance.
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: Damage, Combat, Heavy, Two-Handed, Topple
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