This is the second stage of the Instrument of War.
You have a +2 bonus to attack and damage rolls made with this magic weapon. You do an additional 2d6 force damage on a successful hit.
As a free action, you can change the weapon to any form in which you are proficient.
Damage
Damage dice and type reflect the weapon's current form, e.g. 2d6 slashing from a greatsword, 1d4 bludgeoning from a thrown light hammer, or 1d10 piercing from a heavy crossbow.
Weapon Properties
The following properties have special features when applied to the Instrument of War.
- Ammunition: Bows and crossbows will automatically magically summoned ammunition.
- Loading: Crossbows will automatically reload on their own when summoning ammunition.
- Thrown: Thrown weapons will instantly appear in the user's hand after hitting, allowing it to be thrown multiple time a round.
Augmented Abilities
The Wrath of Ares can also absorb certain magical items and permanently absorb some spells:
- Holy Weapon (spell): permanently increased +2d6 force to +3d8 force damage.
- Sword of Wounding: additional +1d4 necrotic per hit, DC 15 save to end effect.
- Vicious Bastard Sword +3: add 2d6 on a critical hit.
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: Bonus: Magic, Damage: Force, Damage: Necrotic, Damage: Bludgeoning, follower of Ares, level 7 or higher, Damage, Combat, Heavy, Two-Handed, Topple
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