A maul crafted by an ancient undersea cult, the coral within hums with the power of the tides. It beckons to you, begging to be reformed
Dormant Form:
Deep's Blessing
While attuned to this weapon, flowing water covers your body, adding half of your proficiency bonus to your AC
Quest Weapon:
To unlock the power of this Maul, the Abyss requires devotion. Only completing the following tasks will allow you to unlock its full potential
First Form:
Trial: Spend One Night Underwater in the Deep Ocean without resurfacing
You gain a +1 to attack and damage rolls
Deep's Blessing:
You now gain enhanced reflexes. if you make an attack with the Maul, you can make another attack with it as a bonus action
Second Form:
Trial: Find a member of the Abyssal Race, and present them with the weapon
This weapon gains 2 charges that it regains daily at down. If an effect requires a saving throw, the DC is equal to 8+ your Proficiency Bonus + your Constitution Modifier. You can expend the charges in the following way.
Fathomless Dive: As an action, you can expend 1 charge to vanish in a gush of seawater and teleport up to 20 feet to an unoccupied space that you can see. you can choose a point within 90 feet instead, if you target a body of water at least 2 square feet, or are under heavy rain, or under water.
Third Form:
Trial: Free the soul of the Embodiment of War
You gain a +2 to attack and damage rolls made with this weapon.
This weapon has 6 charges that it regains daily at down. If an effect requires a saving throw, the DC is equal to 8+ your Proficiency Bonus + your Constitution Modifier. You can expend the charges in the following way.
Fathomless Dive: As an action, you can expend 1 charge to vanish in a gush of seawater and teleport up to 20 feet to an unoccupied space that you can see. you can choose a point within 90 feet instead, if you target a body of water at least 2 square feet, or are under heavy rain, or under water.
Oceanic Defense: As a bonus action, you can expend 2 charges to gain resistance to bludgeoning, slashing, piercing and fire damage until the start of your next as your body turns aqueous. on your next turn, you can expend and additional 2 charges to keep the affect going for no action.
Fourth Form:
Trial: Kill the previous wielder of the Maul
This weapon has 9 charges that it regains daily at down. If an effect requires a saving throw, the DC is equal to 8+ your Proficiency Bonus + your Constitution Modifier. You can expend the charges in the following way.
Fathomless Dive: As an action, you can expend 1 charge to vanish in a gush of seawater and teleport up to 20 feet to an unoccupied space that you can see. you can choose a point within 90 feet instead, if you target a body of water at least 2 square feet, or are under heavy rain, or under water.
Oceanic Defense: As a bonus action, you can expend 2 charges to gain resistance to bludgeoning, slashing, piercing and fire damage until the start of your next as your body turns aqueous. on your next turn, you can expend and additional 2 charges to keep the affect going for no action.
Slashing Waters: As an action, you can spend 3 charges. You slam the Maul into the ground and unleash a devastating rogue wave. All creatures in a 40-ft long 5-ft-wide line in front of you must succeed on a Constitution saving throw or take 5d10 bludgeoning damage on a failure, or half as much on a success, and be knocked prone as the wave washes over them.
Final Form:
Trial: Free the Abyssal God.
You gain a +3 bonus to attack and damage rolls made with this weapon.
This weapon has 13 charges that it regains daily at down. If an effect requires a saving throw, the DC is equal to 8+ your Proficiency Bonus + your Constitution Modifier. You can expend the charges in the following way.
Fathomless Dive: As an action, you can expend 1 charge to vanish in a gush of seawater and teleport up to 20 feet to an unoccupied space that you can see. you can choose a point within 90 feet instead, if you target a body of water at least 2 square feet, or are under heavy rain, or under water.
Oceanic Defense: As a bonus action, you can expend 2 charges to gain resistance to bludgeoning, slashing, piercing and fire damage until the start of your next as your body turns aqueous. on your next turn, you can expend and additional 2 charges to keep the affect going for no action.
Slashing Waters: As an action, you can spend 3 charges. You slam the Maul into the ground and unleash a devastating rogue wave. All creatures in a 40-ft long 5-ft-wide line in front of you must succeed on a Constitution saving throw or take 5d10 bludgeoning damage on a failure, or half as much on a success, and be knocked prone as the wave washes over them.
Eye of the Abyssal God: An eye opens in the top of the maul. As an action you can expend 4 charges to slam the Maul into the ground and cast Arcane Eye.
Abyssal Cataclysm: You can expend 10 charges to cast the spell Tsunami as an action. If you do so, the maul loses all power until the next dawn, and returns to it's dormant state.
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: Time spent in the Sunken Isles, Damage, Combat, Heavy, Two-Handed, Topple
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